Giant merge from
http://svn.wildfiregames.com/hg-source/file/5fb522019d5e
Infrastructure is largely complete, gameplay is largely missing
Disabled by default; use command-line flag "-sim2"
(Second attempt at commit...)
This was SVN commit r7259.
- clarify the meaning of mapSize (patchesPerSide)
- use a single ClampCoordToMap function for clamping
- add annotations to all call sites when it is sure they will succeed
- otherwise, ensure return value is checked or at least add debug_assert
fixes#311 (successfully built house and dock at top of latium map)
thanks to Heron for tracking down the cause!
This was SVN commit r7183.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
mostly straightforward except for CVSFile / Filesystem. moved the former
into the newly created latter component. removed VFSUtil entirely (that
functionality is available from lib/file/file_system_util.h)
Xeromyces.cpp: simplify buffer handling since smart pointers are now in
play. also use WriteBuffer instead of membuffer.
This was SVN commit r5519.
. 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.
all cpu-related stuff is now defined in cpu.h (with cpu_ prefix and
fully encapsulated). fix quite brittle core/HT unit/package detection.
implement mkdir on VC8, where it is deprecated
add strdup on MacOSX
move ia32 code into separate subdir. functions implemented in asm are
called ia32_asm_*.
add some unix versions of sysdep functions (cannot test them)
timer: fix for amd64 linux
This was SVN commit r4995.
Game, Simulation, etc: Separated 'update' and 'interpolate', and made
'update' return whether it's going fast enough (so callers can decide to
do more updates per render). Changed some time variables to 'double' so
they have enough precision in long games.
Atlas: Added "Fast" playback button. Made simulation sometimes go at
real-time speed, if it's just slightly too slow at rendering.
VertexBuffer: Removed some non-useful glGetError calls.
Entity: Commented out redundant Tick code. Fixed syntax error in
disabled code that confused the IDE.
Aura: Changed string code again, to simply use ASCII instead of UTF-16.
(SpiderMonkey seems to handle it just as efficiently, for small
strings.)
Misc: Some more minor header-file cleanup.
SVN log: Added feed link.
This was SVN commit r4807.
- Fixed a crash that was happening in pathfinding on maps where some
tiles had invalid texture names (from earlier versions of the game).
- Releasing the mouse over the minimap while dragging a selection band
will no longer cause the view to move there. Unfortunately, the bandbox
still won't properly "release". The bandbox input routine should ideally
be placed at a higher priority than the GUI, separate from the other
Interact.cpp routines.
This was SVN commit r4711.
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.
Color: Moved SColor* structs into SColor.h, so they can be used without
indirectly including CVector[34]D.
Terrain: Added 'base colour', for the Actor Viewer to be able to
modulate the colour of normally-white terrain.
Removed some "using namespace std" (because it doesn't make the code
easier to read, and it defeats the point of namespaces, and the rest of
the code doesn't do it).
This was SVN commit r4392.
- Simplified CTerrain::getSlopeAngleFace and made it work correctly in
all cases (before, it sometimes returned NAN and used an overly
complicated method based on 8 angle sectors instead of a "continuous"
method).
- Removed the EntityMovement event - instead, movement speed modifier is
calculated in C++ for performance.
This was SVN commit r4339.
# Attempted to make compilation faster
by including as little as possible in some .h files, and moving it into
.cpp.
Fixed BaseTechCollection memory leak.
This was SVN commit r3992.
-added NOTIFY_ORDER_CHANGE, which is used for flank penalty instead of
idle.
-entity speed is now actions.move.speed_curr for the current speed, but
the original speed is still actions.move.speed. Changes take place in
entityEventMovemen.
This was SVN commit r3840.
terrain: fix unused a90 etc. warnings by commenting them out
renamed ERR_TEX_CODEC_CANNOT_HANDLE to INFO_.. (to prevent the kind of
mistake that philip just fixed)
This was SVN commit r3805.
*added CTerrain::getSlopeAngle[Face]() which returns the angle in
radians of the slope of the terrain. getSlopeAngleFace should be used
for entities because it takes into account which way the entity is
facing, which allows for negative angles.
*the max and min graphical rotation for the slope is under traits.pitch.
This is used so that you can have certain units such as infantry that
don't rotate very far go down steep slopes but not rotate too much.
*JS documentation in docs/JSReg.rtf -- I put in most of the relevant
global functions; still needs entity functions.
This was SVN commit r3794.
# Removed more ancient unused code
# Partial VC2005 compatibility for Atlas editor / AoE3Ed
# Terrain overlay rendering system; used to implemented Atlas brush
display
# Renamed 'right' to 'left'
This was SVN commit r3771.
-Added functionality for "casting" and creating net messages (without
JS)
-Rank textures-specified in XML
-Formations-currently don't attack correctly (i.e. travel like mobs) and
don't switch to their movement formations when tasked to go somewhere
(the pathfinder doesn't give any heads up about destination reached, so
there's no way to change back to the original). Also, base switching is
untested so no garuntees for next and prior formation things.
This was SVN commit r3710.
- explicitly split ambient and diffuse
- add renderer.shadowZBias to bias depths in the depth texture
and avoid flickering artifacts caused by Z fighting
- cantabrian_generated uses new light values so that shadows aren't
pitch
black
This was SVN commit r3508.
minimap, PatchRData, renderer: fix ELOSState comparison vs & and use
SAFE_DELETE
ia32: add rounding control constants (for FISTP)
premake: set /QIfist compiler setting which causes float->int casts to
go through FISTP instruction instead of _ftol2() (much faster, but
requires CPU state to have been set)
LOSManager.cpp: cache m_TilesPerSize; use MIN/MAX; use
CTerrain::CalcFromPosition; clean up GetUnitState a bit. now runs at
203ns, down from 222
This was SVN commit r3099.
terrain: made const-correct
lib: Add round_up_to_pow2
minimap: cleanup. split user input and DrawViewRect out of Draw; add
m_Camera; made pointers const; user local x,x2 variables instead of
writing out m_CachedActualSize
This was SVN commit r2970.
LOS issues still outstanding:
- LOS looks ugly because of quad tesselation into 2 triangles
- Quad tesselation is unspecified by OpenGL (in fact using GL_QUADS on
LOS quads seemed to give different tesselations than it did for the
underlying terrain quads, but terrain rendering also used GL_QUADS).
This should be fixed once we decide on the quad tesselation issue.
- Units with traits.vision.permanent set are visible through FOW even if
you havent seen them before; this should only be true when you have seen
them before. But it gets even more complicated - if a permanent unit
seen through FOW dies or gets upgraded or something, perhaps you should
remember the old version. I'm not completely sure how to do this
(probably involves cloning its actor somehow).
This was SVN commit r2876.
Terrain: nicer handling of negative map coordinates (mainly for Atlas
brush previews that fall over the edge).
Misc: reverted seconds->microseconds.
This was SVN commit r2866.
- switch() statements don't handle all values in an enum
- missing \n at end of file
- non-virtual destructors in classes containing virtual functions
- order of initializers in constructor initializer lists
... some other stuff (signedness, nested comments, unused variables) as
well.
This was SVN commit r2864.
ObjectBase: removed support for old actor format
Various: reduced sometimes-unnecessary header inclusions
Atlas: slightly nicer tool and message systems
This was SVN commit r2816.
ScEd: Compilation fixes.
Atlas: Screen-space to world-space conversion when editing terrain.
Wireframe option. Minor wxWidgets 2.6.1 fixes. AoE3Ed.
This was SVN commit r2698.
- wposix.cpp: initial support for MEM_RESERVE and MEM_COMMIT semantics
in mmap
- cstr: removed no longer necessary serialization header
- xmlutils: wrap new() calls in nommgr/mmgr; allows tracking other
allocs in this file.
- add u64_from_u32
- various minor comments/improvements.
This was SVN commit r2604.
- 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.