Commit graph

16 commits

Author SHA1 Message Date
Christoph Oelckers
8ef40c5083 - merged most of Blood's resource manager into the file system 2019-10-31 17:13:48 +01:00
Christoph Oelckers
693095bffb - added access wrappers to the two fields of DICTNODE that are accessed from the outside.
The idea here is to completely merge the resource management into the file system so that Blood's DICTNODE is merely an alias to the internal FResourceLump.

A two-tiered resource system is not something I consider worthwile, it made sense to get around Builds crappy cache but in the long term this is not a good solution for a multi-game port to have a resource management system in the backend and another one put over it in the front end, both with their own caching logic that might interfere with each other. Better merge it into one that can handle everything.
2019-10-31 00:50:45 +01:00
Christoph Oelckers
5333f6adc1 - refactored a few more - simple stuff but lots of lines. 2019-10-21 00:13:17 +02:00
nukeykt
97feb8d59c Fix mapedit compiling
# Conflicts:
#	source/blood/src/mapedit.cpp
2019-10-16 20:40:41 +02:00
Christoph Oelckers
9a52e8039c - rerouted tileCreate and tileSetExternal calls. 2019-10-15 23:18:52 +02:00
Christoph Oelckers
c3bc690e98 - more updating and bug in UpdatePicSize fixed. 2019-10-15 20:02:37 +02:00
Christoph Oelckers
0e165e40a3 - first batch of adjustments to the new tile management.
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00
Grind Core
16d4aebbb4 - Fixes for refactor
- Some ThrowError() calls was replaced my viewSetSystemMessage()
- New modern type playQAV (WIP)

# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/weapon.h
2019-10-14 22:42:43 +02:00
Christoph Oelckers
fbc22e0125 - sanitized walock.
Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00
Christoph Oelckers
3621aae3f0 - rerouted all write accesses to tilesiz and picsiz through a function interface.
These will have to do some texture management bookkeeping so directly changing the values is problematic.
This required changing the parameter interface in polymost.cpp because a few places hacked around with the global state to pass parameters to subfunctions.
2019-10-11 21:04:31 +02:00
Christoph Oelckers
0d98e7f256 - put all Blood game code into a namespace. 2019-09-22 08:39:22 +02:00
Christoph Oelckers
30c47a8511 - include namespace file in all sources as the very first include. 2019-09-21 20:59:54 +02:00
nukeykt
57e9ff2fbc Move stuff around
# Conflicts:
#	platform/Windows/nmapedit.vcxproj
#	platform/Windows/nmapedit.vcxproj.filters
#	source/blood/src/config.cpp
#	source/blood/src/config.h
#	source/blood/src/mapedit.cpp
#	source/blood/src/screen.cpp
#	source/blood/src/screen.h
2019-09-21 10:05:26 +02:00
nukeykt
381f5dcac2 Increase build objects count max size
# Conflicts:
#	source/blood/src/mapedit.cpp
2019-09-21 10:04:03 +02:00
nukeykt
afff9ce61f wip
# Conflicts:
#	platform/Windows/nmapedit.vcxproj
#	platform/Windows/nmapedit.vcxproj.filters
#	source/blood/src/blood.cpp
#	source/blood/src/blood.h
#	source/blood/src/gui.cpp
#	source/blood/src/m32def.cpp
#	source/blood/src/m32def.h
#	source/blood/src/m32exec.cpp
#	source/blood/src/mapedit.cpp
2019-09-21 10:02:46 +02:00
Christoph Oelckers
0254bf82d3 - added NBlood source. 2019-09-20 00:42:45 +02:00