Thanks to Kim <lav-coyote> for noting the comment about the playstation compiler reason
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1636 4a71c877-e1ca-e34f-864e-861f7616d084
- WZ_OS_MAC && DEBUG implies --debug all so that Console.app can be used
to view debugging output on debug builds when launching from Finder
- DEBUG flag re-added to Debug builds in Xcode project; was removed
accidentally at some point
- WZ_OS_MAC no longer implies WZ_OS_UNIX; handled separately where
necessary
- Do not use Warzone's crash handler since Mac OS X provides a good
crash reporter already that just saves the crash log, with lots of
useful information, to ~/Library/Logs/CrashReporter/Warzone.crash.log
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1635 4a71c877-e1ca-e34f-864e-861f7616d084
* Remove parameter `BOOL async` of NETfindGame since it wasn't used
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1628 4a71c877-e1ca-e34f-864e-861f7616d084
(This function was only used to generate a hash from the compiled Warzone executable, this hash was then used as a security value across the network. This method won't work when using different compilers, OSes, etc.)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1624 4a71c877-e1ca-e34f-864e-861f7616d084
- Move wzFPSmanager over to main.c, so the delay can be dealt with directly in the mainloop instead of the detour through frameUpdate
- Adding the functions directly to main.c is probably not the wisest idea, but may be fixed later
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1623 4a71c877-e1ca-e34f-864e-861f7616d084
- Split the mainloop into several (run) subfunctions
- start/stop functions for (de)initialization. This replaces the !Restart part
- removed necessity of several variables
- This is the last step before the event based mainloop
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1622 4a71c877-e1ca-e34f-864e-861f7616d084
* Add some debug messages for the cases where map_Height receives negative SDWORDs passed as if they are UDWORDs
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1614 4a71c877-e1ca-e34f-864e-861f7616d084
* fix coding style (i.e. replaced four spaces for one '\t')
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1613 4a71c877-e1ca-e34f-864e-861f7616d084
- removed asserts for off-map coords which were making the game completely unplayable (crashes wz after 3 mins of play in mp)
NOTE: if someone will decide to remove the checks please fix the problems caused by the removal to make sure the game is still playable
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1611 4a71c877-e1ca-e34f-864e-861f7616d084
* When receiving an SDL_ACTIVEEVENT also check for SDL_APPMOUSEFOCUS, but don't loose focus because of it, only gain focus when receiving this
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1605 4a71c877-e1ca-e34f-864e-861f7616d084
defined in <sys/signal.h> for _POSIX_C_SOURCE or _ANSI_SOURCE.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1599 4a71c877-e1ca-e34f-864e-861f7616d084
- alternative VTOL technology branch: on larger maps AI will sometimes use VTOLs for attacking instead of land units
- AI will rebuild destroyed walls
- AI won't use all the trucks to build a single structure anymore
- faster structure upgrades
- more effective truck production when low on trucks
- faster cyborg production
- AI now builds cyborg mechanics
- AI is even faster on startup
- AI will use more cyborgs for for defending
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1588 4a71c877-e1ca-e34f-864e-861f7616d084
- implemented pickStructLocationB() scripting function to find a suitable location with a desired number of blocked neighboring tiles nearby
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1586 4a71c877-e1ca-e34f-864e-861f7616d084