- 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)
This commit is contained in:
Randy Heit 2006-05-03 22:45:01 +00:00
commit ea3b76815d
45 changed files with 526 additions and 410 deletions

View file

@ -75,7 +75,7 @@
struct FSaveGameNode : public Node
{
char Title[SAVESTRINGSIZE];
string Filename;
FString Filename;
bool bOldVersion;
bool bMissingWads;
};
@ -611,7 +611,7 @@ void M_ReadSaveStrings ()
{
void *filefirst;
findstate_t c_file;
string filter;
FString filter;
filter = G_BuildSaveName ("*.zds", -1);
filefirst = I_FindFirst (filter.GetChars(), &c_file);
@ -620,8 +620,8 @@ void M_ReadSaveStrings ()
do
{
// I_FindName only returns the file's name and not its full path
string filepath = G_BuildSaveName (I_FindName(&c_file), -1);
FILE *file = fopen (filepath.GetChars(), "rb");
FString filepath = G_BuildSaveName (I_FindName(&c_file), -1);
FILE *file = fopen (filepath, "rb");
if (file != NULL)
{
@ -1204,21 +1204,21 @@ void M_DoSave (FSaveGameNode *node)
else
{
// Find an unused filename and save as that
string filename;
FString filename;
int i;
FILE *test;
for (i = 0;; ++i)
{
filename = G_BuildSaveName ("save", i);
test = fopen (filename.GetChars(), "rb");
test = fopen (filename, "rb");
if (test == NULL)
{
break;
}
fclose (test);
}
G_SaveGame (filename.GetChars(), savegamestring);
G_SaveGame (filename, savegamestring);
}
M_ClearMenus ();
BorderNeedRefresh = screen->GetPageCount ();