* mpqapi FStreamWrapper: Fix silly bugs
* mpqapi cleanup
1. Do not rely on stream positions for getting the initial file size.
2. Remove most `seek` calls that were unnecessary.
3. Replace magic numbers with constants.
4. A class to manage archive lifetime and all associated data.
* Revert "Revert "mpqapi: Log all fstream calls""
This reverts commit e08007670f.
* mpqapi: Fix saves on Amiga
Works around https://github.com/bebbo/libnix/issues/30
* mpqapi: Fix logging format specifiers
This fixes fstream logging on Amiga
* mpqapi: Do not ResizeFile unless it was modified
* Add tests for file_util
* mpqapi: Replace malloc/free with new[]/delete[]
* mpqapi: Keep track of size instead of using tellp
This reduces log noise and reliance on `tellp`.
* mpqapi: Refactor mpqapi_write_file_contents
* mpqapi: Ensure we don't seekp beyond EOF on Amiga
* mpqapi: Minor fixes
* mpqapi: Fix FSTREAM_CHECK on Windows
* mpqapi: Remove undefined methods from header
Skip trailing slash when creating dirs and append it afterwards, as
trailing slash gets treated as '..' on Amiga.
Append /.local/share/ only on UNIX systems.
Multiplayer save games from before 1.08 where using the system name as
the password, so they would need to be converted on the original machine
by 1.08-1.09b before they can be transfered to another system.
Tthis code simply logs the save time of a multiplayer game in the
register database, this was likly done as part of an anti cheat scheme
(the key was "Video Player"), but appears to have since been disabled.
Probably to allow moving save games between PC's which was supported
when better Windows 2000 support was added.
- Fix double events
- Fix ignored events
- Allow moving diagonal in the inventory
- Fix mouse wobbling in inventory when scalling
- Make controler actions cursor independants
- Make sure secoundery and primery key doesn't fire each others events
- Highlight both primary and secondary target
- Automatic switch between controller and keyboard+mouse
- Allow the user to change facing direction when blocked
- Make code event based instead of relying on time outs
Initial game controller support.
Actions are based on the Switch branch but the controller code itself is
implemented differently, allowing for easy remapping and minimizing
changes to the Source/ directory.
Many subtle and not so subtle controller bugs have been fixed
in this implementation, including:
1. Smoother & more responsive movement with the joysticks.
2. Consistent controls for all the menus in the game (stores, quest log,
etc).
3. Cursor appearance / disappearance at appropriate times.
Low-level controls are abstracted and 3 SDL interfaces are supported:
game controller, joystick, and keyboard. See SourceX/controls/ for more
details on this.
Wishlist for the future:
1. Primary button and use button should attack continously.
This is hard as it requires checking the cooldowns / attack speed.
2. Quick spell menu navigation is very buggy. It is also buggy in the
switch branch. I haven't had a change to investigate.
- Use UiOkDialog() to display all error messages
- Add SDL simple message, and console fallbacks to UiOkDialog()
- Boot graphics early on to facilitate most error messages with build in
gui
- Some more miniwin clean ups