This doesn't really write out any info for the pointer, if the level does not match it just errors out.
This is both for quick detection of badly used level data and for automatic restoring of the pointer from the serializer's working level.
This also removed the temporary workarounds in DAutomap and DLevelScript to restore these pointers when a savegame is loaded.
There are several places where a temporary change of light mode is needed, all these made this change in the global level struct. Now the change is only local to the active draw info.
This thing made sense when GZDoom and ZDoom were separate projects to avoid having to change some core files for the added options.
Now, with only 3 ones remaining, one for FraggleScript and two for Extradata the overhead here is just too high. The 3 variables can just be moved to level_info_t without carrying along this much baggage.
Since unfortunately this cannot be set as a general default, let's at least make it as easy as possible to disable that panning+scaling madness without having to edit the texture data.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
This is mainly to support UMAPINFO which does not have clusters but has been extended to define separate exit texts for each target map that can be reached from a given map.
Special names 'normal' and 'secret' can be used to define texts specific to the default exits.
New MAPINFO properties:
* exittext = mapname, "text"...
* textmusic = mapname, "musicname", order
* textflat = mapname, flatname
* textpic = mapname, picname
textflat and textpic are like 'flat' and 'pic' for clusters, one defines a tiled background, the other a fullscreen image.
Setting an empty exittext will disable a cluster-based text screen that may apply to the given map.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
- added support for global variables to the code generator - not the compiler, though. For the handful of entries this is needed for it may just as well be done manually. So far FLevelLocals level is the only one being exported.
- fixed: The VM disassembler truncated 64 bit pointers to 15 digits because the output buffer was too small.
- resolve entire FxSequences instead of aborting on the first failed entry. This allows to output all errors at once.
- added sanity checks to prevent a savegame from being loaded with an incompatible map
- refactored a few things to simplify serialization.
- started work on main level serializer function.
- some reorganization of texture precaching so that the renderer can decide what to do with actors.
Just marking the sprite textures loses too much info if more is needed than just loading the images into memory.