- Removed -bpal parameter. Blood's blood.pal is loaded from blood.rff, and
its tiles are loaded from the same directory. - RFF files now load their entire directories into the lumplist. - Added char * and const char * type coversions for FString, so FStrings can be freely passed to functions expecting C strings. (Except varargs functions, which still require manually fetching the C string out of it.) - Renamed the name class to FName. - Renamed the string class to FString to emphasize that it is not std::string. SVN r74 (trunk)
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parent
0e69196370
commit
ea3b76815d
45 changed files with 526 additions and 410 deletions
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@ -75,7 +75,7 @@
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struct FSaveGameNode : public Node
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{
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char Title[SAVESTRINGSIZE];
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string Filename;
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FString Filename;
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bool bOldVersion;
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bool bMissingWads;
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};
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@ -611,7 +611,7 @@ void M_ReadSaveStrings ()
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{
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void *filefirst;
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findstate_t c_file;
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string filter;
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FString filter;
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filter = G_BuildSaveName ("*.zds", -1);
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filefirst = I_FindFirst (filter.GetChars(), &c_file);
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@ -620,8 +620,8 @@ void M_ReadSaveStrings ()
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do
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{
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// I_FindName only returns the file's name and not its full path
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string filepath = G_BuildSaveName (I_FindName(&c_file), -1);
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FILE *file = fopen (filepath.GetChars(), "rb");
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FString filepath = G_BuildSaveName (I_FindName(&c_file), -1);
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FILE *file = fopen (filepath, "rb");
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if (file != NULL)
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{
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@ -1204,21 +1204,21 @@ void M_DoSave (FSaveGameNode *node)
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else
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{
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// Find an unused filename and save as that
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string filename;
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FString filename;
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int i;
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FILE *test;
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for (i = 0;; ++i)
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{
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filename = G_BuildSaveName ("save", i);
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test = fopen (filename.GetChars(), "rb");
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test = fopen (filename, "rb");
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if (test == NULL)
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{
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break;
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}
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fclose (test);
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}
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G_SaveGame (filename.GetChars(), savegamestring);
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G_SaveGame (filename, savegamestring);
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}
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M_ClearMenus ();
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BorderNeedRefresh = screen->GetPageCount ();
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