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- savegame code cleanup.
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parent
b85da221d7
commit
97d8aee2e8
4 changed files with 15 additions and 41 deletions
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@ -1380,20 +1380,24 @@ public:
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{
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Ptr = nullptr;
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}
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TPointer(const T& other)
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TPointer(const T& other) = delete;
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/*
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{
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Alloc();
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*Ptr = other;
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}
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*/
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TPointer(T&& other)
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{
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Alloc();
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*Ptr = other;
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}
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TPointer(const TPointer<T>& other)
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TPointer(const TPointer<T>& other) = delete;
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/*
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{
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DoCopy(other);
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}
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*/
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TPointer(TPointer<T>&& other)
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{
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Ptr = other.Ptr;
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@ -67,8 +67,6 @@ struct GameInterface
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virtual bool StartGame(FNewGameStartup& gs) { return false; }
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virtual FSavegameInfo GetSaveSig() { return { "", 0, 0}; }
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virtual double SmallFontScale() { return 1; }
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virtual bool SaveGame() { return true; }
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virtual bool LoadGame() { return true; }
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virtual void SerializeGameState(FSerializer& arc) {}
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virtual void DrawPlayerSprite(const DVector2& origin, bool onteam) {}
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virtual void QuitToTitle() {}
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@ -107,19 +107,11 @@ static void SerializeSession(FSerializer& arc)
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//=============================================================================
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//
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// This is for keeping my sanity while working with the horrible mess
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// that is the savegame code in Duke Nukem.
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// Without handling this in global variables it is a losing proposition
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// to save custom data along with the regular snapshot. :(
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// With this the savegame code can mostly pretend to load from and write
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// to files while really using a composite archive.
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//
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// All global non-game dependent state is also saved right here for convenience.
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//
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//=============================================================================
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bool OpenSaveGameForRead(const char *name)
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bool ReadSavegame(const char *name)
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{
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if (savereader) delete savereader;
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savereader = FResourceFile::OpenResourceFile(name, true, true);
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@ -180,11 +172,6 @@ FileReader ReadSavegameChunk(const char *name)
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return lump->NewReader();
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}
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bool FinishSavegameWrite()
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{
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return savewriter.WriteToFile();
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}
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void FinishSavegameRead()
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{
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delete savereader;
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@ -199,7 +186,7 @@ CVAR(Bool, save_formatted, false, 0) // should be set to false once the conversi
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//
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//=============================================================================
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bool OpenSaveGameForWrite(const char* filename, const char *name)
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bool WriteSavegame(const char* filename, const char *name)
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{
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savewriter.Clear();
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savewriter.SetFileName(filename);
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@ -262,8 +249,7 @@ bool OpenSaveGameForWrite(const char* filename, const char *name)
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M_AppendPNGText(picfile, "Title", name);
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M_AppendPNGText(picfile, "Current Map", lev->labelName);
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M_FinishPNG(picfile);
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return true;
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return savewriter.WriteToFile();
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}
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//=============================================================================
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@ -699,16 +685,9 @@ static int nextquicksave = -1;
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void DoLoadGame(const char* name)
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{
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if (OpenSaveGameForRead(name))
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if (ReadSavegame(name))
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{
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if (gi->LoadGame())
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{
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gameaction = ga_level;
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}
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else
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{
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I_Error("%s: Failed to load savegame", name);
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}
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gameaction = ga_level;
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}
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else
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{
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@ -727,14 +706,11 @@ static int nextquicksave = -1;
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void G_SaveGame(const char *fn, const char *desc, bool ok4q, bool forceq)
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{
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if (OpenSaveGameForWrite(fn, desc))
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if (WriteSavegame(fn, desc))
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{
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if (gi->SaveGame() && FinishSavegameWrite())
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{
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savegameManager.NotifyNewSave(fn, desc, ok4q, forceq);
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Printf(PRINT_NOTIFY, "%s\n", GStrings("GAME SAVED"));
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BackupSaveGame = fn;
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}
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savegameManager.NotifyNewSave(fn, desc, ok4q, forceq);
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Printf(PRINT_NOTIFY, "%s\n", GStrings("GAME SAVED"));
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BackupSaveGame = fn;
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}
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}
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@ -5,13 +5,9 @@
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extern FixedBitArray<MAXSPRITES> activeSprites;
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bool OpenSaveGameForWrite(const char *fname, const char *name);
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bool OpenSaveGameForRead(const char *name);
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FileWriter *WriteSavegameChunk(const char *name);
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FileReader ReadSavegameChunk(const char *name);
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bool FinishSavegameWrite();
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void FinishSavegameRead();
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// Savegame utilities
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