Files
source/Editor/EditorBuildings.h
T
00fb898600 Delete builddefines.h
Nothing was left in it but the include of profiler.h, and 132 translation units
were including it for that alone. Fifteen files were leaning on profiler.h to
drag in <set>, <vector> and <ostream> for them; those now include what they use.

This is the commit that moves line numbers. Removing an include line shifts
__LINE__ by one for everything below it, and __LINE__ is an immediate operand in
every Assert() and DebugMsg() call, so the four game executables differ from
their predecessors by roughly a thousand 32-bit constants each. Every one of
those is accounted for: each is a single immediate that moved by -1 where the
builddefines.h include went away, or +1 where a <set>/<vector> include was
added. Nothing else in .text, .rdata or .data moves, no object file's section
sizes change, and symbolize_crash and Ja2Export stay bit-identical.

The one non-immediate difference is that the 24 Editor translation units of the
non-editor apps stop emitting __Avx2WmemEnabledWeakValue, a 4-byte weak COMDAT
they only ever instantiated through profiler.h's <vector>. It is a UCRT weak
default that other translation units still provide.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 01:07:26 -03:00

70 lines
1.5 KiB
C

#ifdef JA2EDITOR
#ifndef __EDITORBUILDINGS_H
#define __EDITORBUILDINGS_H
#include "video.h"
#include "vobject_blitters.h"
extern BOOLEAN fBuildingShowRoofs, fBuildingShowWalls, fBuildingShowRoomInfo;
//DBrot: More Rooms
//extern UINT8 gubCurrRoomNumber;
//extern UINT8 gubMaxRoomNumber;
extern UINT16 gusCurrRoomNumber;
extern UINT16 gusMaxRoomNumber;
void SetupTextInputForBuildings();
void ExtractAndUpdateBuildingInfo();
//Initialization routines
void GameInitEditorBuildingInfo();
void InitEditorBuildingsToolbar();
//Selection method callbacks
//Building utility functions
void UpdateBuildingsInfo();
void KillBuilding( INT32 iMapIndex );
typedef struct BUILDINGLAYOUTNODE
{
struct BUILDINGLAYOUTNODE *next;
INT32 sGridNo;
}BUILDINGLAYOUTNODE;
extern BUILDINGLAYOUTNODE *gpBuildingLayoutList;
extern INT32 gsBuildingLayoutAnchorGridNo;
//The first step is copying a building. After that, it either must be pasted or moved.
void CopyBuilding( INT32 iMapIndex );
void MoveBuilding( INT32 iMapIndex );
void PasteBuilding( INT32 iMapIndex );
void DeleteBuildingLayout();
void ReplaceBuildingWithNewRoof( INT32 iMapIndex );
void UpdateWallsView();
void UpdateRoofsView();
void InitDoorEditing( INT32 iMapIndex );
void ExtractAndUpdateDoorInfo();
void KillDoorEditing();
void RenderDoorEditingWindow();
void AddLockedDoorCursors();
void RemoveLockedDoorCursors();
void FindNextLockedDoor();
extern BOOLEAN gfEditingDoor;
extern UINT16 usCurrentMode;
#endif
#endif