Files
source/Editor/smooth.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

34 lines
1.0 KiB
C

#ifdef JA2EDITOR
#ifndef __SMOOTH_H
#define __SMOOTH_H
#define ONELEVELTYPEONEROOF 1
#define ONELEVELTYPETWOROOF 2
// Area (pointer to SGP rect) +
// Location to check-+--| | |---- Check left and right edges -----| |---- Check top and bottom edges -----|
#define IsLocationInArea( x, y, r ) ( ((x) >= r->iLeft) && ((x) <= r->iRight) && ((y) >= r->iTop) && ((y) <= r->iBottom) )
void SmoothAllTerrainWorld( void );
void SmoothTerrain(INT32 GridNo, INT32 origType, UINT16 *piNewTile, BOOLEAN fForceSmooth );
void SmoothTerrainRadius( INT32 iMapIndex, UINT32 uiCheckType, UINT8 ubRadius, BOOLEAN fForceSmooth );
void SmoothTerrainWorld( UINT32 uiCheckType );
void SmoothWaterTerrain( INT32 GridNo, INT32 origType, UINT16 *piNewTile, BOOLEAN fForceSmooth );
void SmoothAllTerrainTypeRadius( INT32 iMapIndex, UINT8 ubRadius, BOOLEAN fForceSmooth );
void SmoothExitGrid(INT32 GridNo, UINT16 *piNewTile, BOOLEAN fForceSmooth );
void SmoothExitGridRadius( INT32 sMapIndex, UINT8 ubRadius );
#endif
#endif