* Make CFLAGS and LDFLAGS overrideable
* Correct architecture and operating system detection.
* Enforce FPU mode.
* Implement DEBUG.
* Pass LDFLAGS after the objects.
* Rename OSTYPE and ARCH to YQ2OSTYPE and YQ2ARCH to avoid collisions.
This is not strictly necessary since the main executable should provide
the symbols, but it may increase compatibility with other source ports
and underlinking is never a good idea.
The old whitelist was a leftover from the early days of YQ2. It should
run on most / all architectures, as long SDL supports them. As suggested
by smcv in issue #138 generate the OSTYPE and ARCH defines by the build
system instead of hardcoding it.
Savegame compatibility is provided by bumping the savegame version. Old
savegames are compared against the old OSTYPE and ARCH defined, new ones
against the new defines. This compatibility code should be removed
somewhere in the distant future.
See https://github.com/yquake2/yquake2/issues/71
and https://github.com/yquake2/xatrix/issues/4
In ClientThink(), the float value ent->velocity[i]*8 is saved into
a short and if the value is too big for a short, in 32bit gcc builds
the short is set to SHRT_MIN, resulting in the player being pressed
down instead of up.
Now we put the result in a 32bit int first (which should be big enough)
and assign the int to the short. This still overflows, but with -fwrapv
at least in a defined way (most probably the same way the original
binaries did).
The Makefile now sets $CC to gcc for MingW builds, this should fix
https://github.com/yquake2/xatrix/issues/3
And while I was at it, when the game lib is loaded, it prints the date
it was built, this is especially interesting for our Win32 binaries.
The actor was a special "monster" used für simulating NPC. It was never
fully implemented and therefor disfunctional. Thus it was never used in
any map. Remove it like done in baseq2 and xatrix.