- 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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45 changed files with 526 additions and 410 deletions
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@ -2727,11 +2727,57 @@ void R_InitTextures (void)
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void R_InitBuildTiles ()
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{
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int numartfiles;
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int numartfiles = 0;
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char artfile[] = "tilesXXX.art";
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int lumpnum;
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for (numartfiles = 0; numartfiles < 1000; numartfiles++)
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lumpnum = Wads.CheckNumForFullName ("blood.pal");
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if (lumpnum >= 0)
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{
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// Blood's tiles are external resources. (Why did they do it like that?)
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FString rffpath = Wads.GetWadFullName (Wads.GetLumpFile (lumpnum));
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int slashat = rffpath.LastIndexOf ('/');
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if (slashat >= 0)
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{
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rffpath.Resize (slashat + 1);
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}
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else
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{
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rffpath += '/';
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}
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for (; numartfiles < 1000; numartfiles++)
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{
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artfile[5] = numartfiles / 100 + '0';
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artfile[6] = numartfiles / 10 % 10 + '0';
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artfile[7] = numartfiles % 10 + '0';
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FString artpath = rffpath;
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artpath += artfile;
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FILE *f = fopen (artpath, "rb");
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if (f == NULL)
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{
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break;
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}
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// BADBAD: This memory is never explicitly deleted except when the
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// version number is wrong.
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int len = Q_filelength (f);
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BYTE *art = new BYTE[len];
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if (fread (art, 1, len, f) != len || LittleLong(*(DWORD *)art) != 1)
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{
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delete[] art;
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}
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else
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{
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TexMan.AddTiles (art);
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}
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fclose (f);
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}
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}
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for (; numartfiles < 1000; numartfiles++)
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{
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artfile[5] = numartfiles / 100 + '0';
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artfile[6] = numartfiles / 10 % 10 + '0';
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@ -2750,10 +2796,11 @@ void R_InitBuildTiles ()
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if (LittleLong(*(DWORD *)art) != 1)
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{
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delete[] art;
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break;
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}
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TexMan.AddTiles (art);
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else
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{
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TexMan.AddTiles (art);
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}
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}
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}
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@ -2776,8 +2823,8 @@ void R_SetDefaultColormap (const char *name)
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BYTE unremap[256];
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BYTE remap[256];
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// [RH] If using BUILD's palette.dat, generate the colormap
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if (Args.CheckParm ("-bpal") || Wads.CheckNumForFullName("palette.dat"))
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// [RH] If using BUILD's palette, generate the colormap
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if (Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0)
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{
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Printf ("Make colormap\n");
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FDynamicColormap foo;
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