* SDL_GetTicks() returns uint
* there's no need to make a fuss about "starting" and "stopping" the clock
* instead of stopping the clock, we can now just get the elapsed time
The light calculation requires the random generator to be seeded with a
constant - otherwise repeated light recalculations would make the lights
change.
This patch allows the random generator to go back to the state before the
static seed().
Renames the existing saved.cfg to saved-old-1.cfg (and an existing -1 to
-2, and so on) before the new saved.cfg is written.
This should help in cases where players mess up their config, because the
config is deleted with a five-game-starts delay.
The logfile can't be created before the commandline arguments are parsed,
because before that, the home directory is unknown. This patch logs
into a memory buffer which is then copied to the logfile as soon as
the logfile is created after processing the commandline arguments.
The memory buffer is created during the initialisation of global variables,
and destroyed after the logfile is created.
An xmap holds everything related to map editing at a certain moment: it is
a map editing snapshot. It contains the name, the header, the geometry,
the entities, the extra headers, the undo/redo data and the cameraposition
from the moment, the snapshot was taken.
Xmaps are held in memory and, if persistentxmaps is set to "1", are saved
at game end and restored at game start.
xmap_list
lists all xmaps currently in memory
xmap_store <nickname>
create a snapshot and store it under the given nickname
(nicknames have to qualify as valid filenames)
xmap_restore <nickname>
restores the named snapshot. Also creates a backup snapshot of the
current editing data.
xmap_restore
restores the last automatic backup snapshot. Automatic snapshots are
taken, a) before a snapshot is restored, b) before a new map is loaded
(if there were unsaved edits on the map) and c) when the game ends (if
there were unsaved edits).
xmap_delete <nickname>
deletes the named snapshot.
Unsaved edits are flagged in the HUD with an "U" in the lower right
corner of the screen.
The files with the persistent xmaps are stored in mapediting/xmaps. After
they were restored at game start, the files are moved to
mapediting/xmaps/backups. Xmap files are cubescript files.
This commit establishes an extensible way of storing additional data in
map file headers. Those header extras can be permanent, like the embedded
config file or be used only once after map load like the undo/redo data.
Additional extra data can be easily added and will not break backward
compatibility, so this map format should hold up for quite some time.
To make things easier for mappers, maps can now be saved without invoking
the various optimisations. That, in combination with the stored undo data,
means, that editing a map can be picked up at exactly the same state, as
the map was saved in.
Maps will automatically be written in the appropriate fashion, depending
on the situation:
1) for sendmap: no optimisation, no undo data
2) savemap during editing: no optimisation, with undo data
3) savemap when not editing: optimised, no undo data
4) savemapoptimised: optimised, no undo data
(For savemap to save different maps during editing, the variable
preserveundosonsave has to be "1". It is "0" by default.)
All of the above map files can be played without problems - they only
differ in file size. (However, maps with undo data may be too big to send)
The new command "embedconfigfile" will load the config file, include it in
the map header and rename the original text file.
"extractconfigfile" will write an embedded config file to a separate file
and remove it from the map header.
Embedded config files take precedence over regular config files and
therefore make it harder for cheaters to play with modified config files.
further changes: cleaned up some debugging code; more ASSERTs
"mapmrproper" tries to optimize hidden attributes of maps in a way, that
the map can be handled in bigger chunks by the renderer.
The mipmapping routine does not take into account, if certain textures
of a cube are visible at all, when it collects otherwise identical cubes
to be handled en-bloc. "mapmrproper" changes invisible textures in a way,
that the cubes are in fact identical - so, that the mipmapper is satisfied.
This optimization is a bit too huge for now, to be used by savemap by
default (instead of toptimize()) - even though mapmrproper is far superior
to toptimize(). Since mapmrproper potentially changes a lot of textures,
it may be too annoying during the creation of a map anyway. It is a tool
to optimize the map, as soon as the geometry (and texturing) is done.
The optimizer does not change any map properties that are visible in any
way. The optical effect of slightly changing lighting of the map is caused
by the (light-) recalc() function at the end of the optimization run.
Every run of recalc() seems to have that effect (check for yourself, by
typing /recalc several times).
Before any changes are made, mapmrproper creates a backup, which can be
restored by "undo" (press "U"). Enable mipstats (F6), to see, what has
been done.
The command "calcmipstats" just counts all the mips in the current map,
and prints their numbers as 1x1/2x2/4x4/8x8/16x16/32x32/64x64.
Keep in mind, that map geometry /and/ lighting affects the mipmapping.
(To get a better idea of this, try changing the "lighterror" parameter)
Older versions of ac did not obey the map header field "headersize".
When a map was written, only the "version" field was updated, even if
the new written header had a different size. Thanks to bigger headers
in map versions 7 & 8 (and now smaller headers again in 9), the headersize
of basically all official maps is bogus. This fix makes sure, only proper
headersizes are written. It also makes the game tolerate different (bigger)
headers - and keeps their content untouched. Future map format extensions
can use this to add header information without breaking existing map parsers.
This patch establishes a new map format 10, which is identical to format 9,
with the exception that the headersize field is guaranteed to be correct.
Format 10 also allows any amount of additional header data.
This patch also cleans up the transformation routines for old map entities.