That is:
* Don't use a custom memory heap implementation anymore
* Use malloc & free for memory management
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1804 4a71c877-e1ca-e34f-864e-861f7616d084
(The error state simply wasn't cleared before calling a function that could produce an error)
Patch by vs2k5
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1803 4a71c877-e1ca-e34f-864e-861f7616d084
* Now actually #include <limits.h> so that we can be sure INT_MAX is defined
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1802 4a71c877-e1ca-e34f-864e-861f7616d084
* Don't use two definitions for CHECK_DROID; a debug, and empty non-debug variant. This because (aside from the for-statements) the assert macro is the only thing getting invoked by the CHECK_DROID macro, and the assert macro will automatically be defined to a NO-OP if NDEBUG is defined (which is defined for non-debug builds).
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1800 4a71c877-e1ca-e34f-864e-861f7616d084
* I.e., do change inline function check_droid back into macro CHECK_DROID. But keep the increased readability of r1797 (as much as that is possible with macros).
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1799 4a71c877-e1ca-e34f-864e-861f7616d084
* make integers unsigned at places where we never, ever use signed values for their values
* move some variables into a more local scope (i.e. the only scope where they're used)
* turn some mixed tab/spaces indentation usage into tabs-only
* remove unused (and commented out) conditional compilation macro USE_DIRECTPLAY_PROTOCOL
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1798 4a71c877-e1ca-e34f-864e-861f7616d084
LasSat weapon:
-blast radius: increased from 2 tiles to 4.5 tiles
-blast radius damage: increased from 1000 to 2800
-reload time: increased from 5 mins to 8 mins
-chance to hit in the blast radius: reduced from 99% to 90%
NOTE: normal damage doesn't seem to have any effect on the LasSat weapon
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1793 4a71c877-e1ca-e34f-864e-861f7616d084
- POINT -> Vector2i
- changed internalformat = getPixelFormat() to GL_RGBA in one place
- removed unused variables/functions
- proper intialisation
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1792 4a71c877-e1ca-e34f-864e-861f7616d084
the droid code. More carefully initialize some droid variables. Remove
a ton of unused droid code. Hopefully this will make it easier to debug.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1789 4a71c877-e1ca-e34f-864e-861f7616d084
demolish command, and also add the feature of allowing this demolish
command remove map features such as oil resources.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1784 4a71c877-e1ca-e34f-864e-861f7616d084
reliable, cleaner and will give better error report should it fail again.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1783 4a71c877-e1ca-e34f-864e-861f7616d084
an assert), and you can now build it and other multi-tile defense structures
over walls (plural) without asserting (or crashing) the game. I am sure there
are other issues left. Man, was that feature rushed! ;-)
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1779 4a71c877-e1ca-e34f-864e-861f7616d084
Light Cannon:
- weapon damage raised from 25 to 37
- weapon chance hit increased from 20 to 25
- weapon radius damage increased from 5 to 7
Heavy Gunner Cyborg:
- weapon damage raised from 30 to 37
Cyborg Engineer:
- construction component cost decreased from 17 to 10
- construction time for construction component decreased from 85 to 65 (used to be the same as truck's)
- hitpoints of construction component decreased from 50 to 40 (used to be the same as truck's)
Cyborg Mechanic: (all 3 repair components used to have almost same values, which is now history)
- repair component cost reduced from 50 to 35
- repair component build time decreased from 250 to 100
Heavy Repair:
- heavy repair component cost increased from 50 to 70
- heavy repair component build time increased from 250 to 300
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1778 4a71c877-e1ca-e34f-864e-861f7616d084
- fixed a bug preventing AI from building a factory when playing with no-bases settings
- implemented minimal requirements for a base
- some clean-ups
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1777 4a71c877-e1ca-e34f-864e-861f7616d084
- fixed a bug preventing AI from locating its base
- improved base location routine
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1776 4a71c877-e1ca-e34f-864e-861f7616d084
- s[xyz] -> screen, w[xyz] -> water
- Beware: Besides the name both are (probably) in screenspace coordinates
- .screen and .water only differ for water tiles and then only, because those may have a different .y if they are "PushedDown"
- .water is only used in locateMouse()
- .screen.z is used for basic visbility testing in drawTiles()
- Besides that .screen is only used in locateMouse() and to outline tile corners on keypress
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1773 4a71c877-e1ca-e34f-864e-861f7616d084
Also rename "count" to "i", since it really only is a loop iterator.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1769 4a71c877-e1ca-e34f-864e-861f7616d084
- implemented "autogame on" and "autogame off" to be used in wz debug mode
- rewrote event activation/deactivation
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1756 4a71c877-e1ca-e34f-864e-861f7616d084
* Rename resource handler "HWTERTILES" to "TERTILES" since the 'HW' (HardWare) part now does not make any distinction with any other kind of texture
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1751 4a71c877-e1ca-e34f-864e-861f7616d084