* Removed ToJSVal<jsval> because it's treated as ToJSVal<long> and
causes minor confusion and/or compiler errors.
Changed script interface functions to return either C++ types or a
jsval_t wrapper.
* Replaced some C casts with static_cast to avoid significant confusion
and to cause compiler errors instead.
* Removed some redundant argument-checking code. Simplified some
string-generating code.
* Fixed some "dereferencing type-punned pointer will break
strict-aliasing rules" warnings (from `g++ -O3`).
This was SVN commit r5115.
. the massive renaming undertaking: camelCase functions -> PascalCase.
. add some cppdoc.
. minor additional renaming improvements: e.g. GetIsClosed -> IsClosed
. in entity code, replace constructs like "pvec = new vector; return
pvec; use *pvec; delete pvec" with a simple stack variable passed as
output parameter (avoid unnecessary dynamic allocs)
. timer: simpler handling of raw ticks vs normal timer (less #if)
This was SVN commit r5017.
graphics: basic terrain passibility
atlas: lots of changes to make atlas compile under linux
unix/X: more clipboard support - copy from 0AD to other programs
unix/debug: use sys_get_executable_name instead of hard-coded paths
... and lots of other misc. changes
This was SVN commit r4640.
- Added "Screenshot Mode" and "Fog of War" game attributes. (Screenshot
Mode causes units to be initialized to Hold stance instead of Aggress
and also forces LOS to be All Visible. Atlas turn on Screenshot Mode by
default so units don't try to kill each other in there.)
- Modified LOSManager to allow disabling fog of war.
- Removed some debug message spam.
- Enabled line antialiasing for aura rendering and fixed some bugs that
caused strange effects (color was not set properly for the center point,
and when a unit was both mouseover'ed and selected, the aura was drawn
twice).
- Modified Stand stance to allow retaliation on attacks (normally Stand
will attack any enemy in LOS, but this is useful if a neutral unit is in
LOS).
- Modified pathfinder to not take into account terrain slope, which is
an expensive calculation - we'll eventually take into account terrain
type instead.
This was SVN commit r4527.
replaced all (*) CStr / CStrW by-value params with const reference. hoo
boy.
please always perform this optimization (actually standard idiom) when
writing the code - it takes little work, tells the next guy that the
string won't be modified, and makes a large performance difference.
(* where possible.. a few require other changes and will follow later)
This was SVN commit r4151.
- Removed "Base" from the Technology and Formation class names (it
doesn't make sense because these don't use inheritance).
- Modified the tech methods a little so a player ID is passed to
applyEffects, not getTechnology.
Also added a game startup script which will eventually set up player
resource pools and give them their civ techs.
This was SVN commit r3996.
- add convenience macros for config_db(CFG_GET_SYS_VAL)
- VFSUtil::EnumDirEnts now uses flags instead of bool recursive
- UNUSED() for params, UNUSED2 (<- need better name) for variables
- config.h defines must be tested with #if (always defined) -> allows
detecting misspellings thanks to compiler warnings
- replace debug_assert(0) with debug_warn (its sole purpose)
- replace ScriptingHost::ValueToInt et al with ToPrimitive
- use nommgr.h to disable both mmgr and VC debug heap
This was SVN commit r2585.
- Changed player colour JS interface: setColour(...) instead of a colour
property
- Introduced a network log and replaced most network LOG() calls with
NET_LOG()
- Moved to a slot-based system for Pre-Game and extended a lot of the JS
APIs to networking stuff
- A bit of cleanup in the low-level network code (Unix parts)
- Clients now keep track of all other connected clients on the server
(And exposes this info to JS)
- Split out GameAttributes to its own file
- Removed unused class AttributeMap
- Changed CJSObject to use T* pointers in JS_SetPrivate (needed to make
ToScript work with multiple inheritance)
This was SVN commit r1929.