mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 08:52:00 +00:00
- infrastructure for savegame pics.
Savepic generation implemented for Duke 3D, but results in a black image.
This commit is contained in:
parent
95f917a408
commit
dc5b8d27f8
24 changed files with 113 additions and 110 deletions
|
@ -210,7 +210,6 @@ bool GameInterface::LoadGame(FSaveGameNode* node)
|
|||
|
||||
bool GameInterface::SaveGame(FSaveGameNode* node)
|
||||
{
|
||||
OpenSaveGameForWrite(node->Filename);
|
||||
LoadSave::hSFile = WriteSavegameChunk("snapshot.bld");
|
||||
|
||||
try
|
||||
|
@ -231,7 +230,6 @@ bool GameInterface::SaveGame(FSaveGameNode* node)
|
|||
Printf(TEXTCOLOR_RED "%s\n", err.what());
|
||||
return false;
|
||||
}
|
||||
G_WriteSaveHeader(node->SaveTitle);
|
||||
LoadSave::hSFile = NULL;
|
||||
|
||||
return FinishSavegameWrite();
|
||||
|
|
|
@ -99,6 +99,7 @@ enum EMenuSounds : int;
|
|||
struct GameInterface
|
||||
{
|
||||
virtual ~GameInterface() {}
|
||||
virtual bool GenerateSavePic() { return false; }
|
||||
virtual void faketimerhandler() {} // This is a remnant of older versions, but Blood backend has not updated yet.
|
||||
virtual int app_main() = 0;
|
||||
virtual void UpdateScreenSize() {}
|
||||
|
|
|
@ -10787,5 +10787,3 @@ void renderSetRollAngle(int32_t rolla)
|
|||
gtang = (float)rolla * (fPI * (1.f/1024.f));
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -37,6 +37,8 @@
|
|||
#include "compositesaveame.h"
|
||||
#include "file_zip.h"
|
||||
#include "resourcefile.h"
|
||||
#include "m_png.h"
|
||||
#include "gamecontrol.h"
|
||||
|
||||
|
||||
bool WriteZip(const char *filename, TArray<FString> &filenames, TArray<FCompressedBuffer> &content);
|
||||
|
|
|
@ -63,6 +63,8 @@ void FSavegameManager::LoadGame(FSaveGameNode* node)
|
|||
}
|
||||
|
||||
void FSavegameManager::SaveGame(FSaveGameNode* node, bool ok4q, bool forceq)
|
||||
{
|
||||
if (OpenSaveGameForWrite(node->Filename, node->SaveTitle))
|
||||
{
|
||||
if (gi->SaveGame(node))
|
||||
{
|
||||
|
@ -70,7 +72,7 @@ void FSavegameManager::SaveGame(FSaveGameNode* node, bool ok4q, bool forceq)
|
|||
FString desc = node->SaveTitle;
|
||||
NotifyNewSave(fn, desc, ok4q, forceq);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
|
|
@ -39,6 +39,7 @@
|
|||
#include "filesystem.h"
|
||||
#include "i_time.h"
|
||||
#include "cmdlib.h"
|
||||
#include "m_png.h"
|
||||
//#include "swrenderer/r_swscene.h"
|
||||
//#include "hwrenderer/utility/hw_clock.h"
|
||||
|
||||
|
@ -58,14 +59,13 @@
|
|||
//#include "r_data/models/models.h"
|
||||
#include "gl/renderer/gl_postprocessstate.h"
|
||||
#include "gl/system/gl_buffers.h"
|
||||
#include "build.h"
|
||||
|
||||
EXTERN_CVAR(Int, screenblocks)
|
||||
EXTERN_CVAR(Bool, cl_capfps)
|
||||
|
||||
extern bool NoInterpolateView;
|
||||
|
||||
void DoWriteSavePic(FileWriter *file, ESSType ssformat, uint8_t *scr, int width, int height, sector_t *viewsector, bool upsidedown);
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
|
@ -190,8 +190,7 @@ void FGLRenderer::BindToFrameBuffer(FMaterial *mat)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
#if 0
|
||||
void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, int height)
|
||||
void FGLRenderer::WriteSavePic ( FileWriter *file, int width, int height)
|
||||
{
|
||||
IntRect bounds;
|
||||
bounds.left = 0;
|
||||
|
@ -204,35 +203,52 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
|
|||
|
||||
// Switch to render buffers dimensioned for the savepic
|
||||
mBuffers = mSaveBuffers;
|
||||
mBuffers->BindSceneFB(false);
|
||||
screen->SetViewportRects(&bounds);
|
||||
|
||||
hw_ClearFakeFlat();
|
||||
gl_RenderState.SetVertexBuffer(screen->mVertexData);
|
||||
screen->mVertexData->Reset();
|
||||
screen->mLights->Clear();
|
||||
screen->mViewpoints->Clear();
|
||||
|
||||
// This shouldn't overwrite the global viewpoint even for a short time.
|
||||
FRenderViewpoint savevp;
|
||||
sector_t *viewsector = RenderViewpoint(savevp, players[consoleplayer].camera, &bounds, r_viewpoint.FieldOfView.Degrees, 1.6f, 1.6f, true, false);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
gl_RenderState.SetNoSoftLightLevel();
|
||||
int oldx = xdim;
|
||||
int oldy = ydim;
|
||||
auto oldwindowxy1 = windowxy1;
|
||||
auto oldwindowxy2 = windowxy2;
|
||||
|
||||
xdim = width;
|
||||
ydim = height;
|
||||
videoSetViewableArea(0, 0, width - 1, height - 1);
|
||||
renderSetAspect(65536, 65536);
|
||||
calc_ylookup(width, height);
|
||||
bool didit = gi->GenerateSavePic();
|
||||
|
||||
xdim = oldx;
|
||||
ydim = oldy;
|
||||
videoSetViewableArea(oldwindowxy1.x, oldwindowxy1.y, oldwindowxy2.x, oldwindowxy2.y);
|
||||
calc_ylookup(bytesperline, ydim);
|
||||
modechange = 1;
|
||||
|
||||
// The 2D drawers can contain some garbage from the dirty render setup. Get rid of that first.
|
||||
twodgen.Clear();
|
||||
twodpsp.Clear();
|
||||
CopyToBackbuffer(&bounds, false);
|
||||
|
||||
// strictly speaking not needed as the glReadPixels should block until the scene is rendered, but this is to safeguard against shitty drivers
|
||||
glFinish();
|
||||
|
||||
if (didit)
|
||||
{
|
||||
int numpixels = width * height;
|
||||
uint8_t * scr = (uint8_t *)M_Malloc(numpixels * 3);
|
||||
uint8_t* scr = (uint8_t*)Xmalloc(numpixels * 3);
|
||||
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, scr);
|
||||
|
||||
DoWriteSavePic(file, SS_RGB, scr, width, height, viewsector, true);
|
||||
M_Free(scr);
|
||||
M_CreatePNG(file, scr + ((height - 1) * width), nullptr, SS_RGB, width, height, -width, vid_gamma);
|
||||
Xfree(scr);
|
||||
}
|
||||
|
||||
// Switch back the screen render buffers
|
||||
screen->SetViewportRects(nullptr);
|
||||
mBuffers = mScreenBuffers;
|
||||
bool useSSAO = (gl_ssao != 0);
|
||||
mBuffers->BindSceneFB(useSSAO);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
|
@ -243,7 +259,7 @@ void FGLRenderer::WriteSavePic (player_t *player, FileWriter *file, int width, i
|
|||
void FGLRenderer::BeginFrame()
|
||||
{
|
||||
mScreenBuffers->Setup(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
|
||||
//mSaveBuffers->Setup(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
|
||||
mSaveBuffers->Setup(240, 180, 240, 180);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -81,9 +81,7 @@ public:
|
|||
void DrawPresentTexture(const IntRect &box, bool applyGamma);
|
||||
void Flush();
|
||||
//void Draw2D(F2DDrawer *data);
|
||||
#if 0
|
||||
void WriteSavePic(player_t *player, FileWriter *file, int width, int height);
|
||||
#endif
|
||||
void WriteSavePic(FileWriter *file, int width, int height);
|
||||
void BeginFrame();
|
||||
|
||||
|
||||
|
|
|
@ -209,6 +209,17 @@ void OpenGLFrameBuffer::Update()
|
|||
Super::Update();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Render the view to a savegame picture
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void OpenGLFrameBuffer::WriteSavePic(FileWriter *file, int width, int height)
|
||||
{
|
||||
GLRenderer->WriteSavePic(file, width, height);
|
||||
}
|
||||
|
||||
|
||||
const char* OpenGLFrameBuffer::DeviceName() const
|
||||
{
|
||||
|
@ -468,4 +479,3 @@ void videoShowFrame(int32_t w)
|
|||
twodgen.Clear();
|
||||
GLInterface.ResetFrame();
|
||||
}
|
||||
|
||||
|
|
|
@ -27,6 +27,7 @@ public:
|
|||
|
||||
void CleanForRestart() override;
|
||||
const char* DeviceName() const override;
|
||||
void WriteSavePic(FileWriter* file, int width, int height);
|
||||
#ifdef IMPLEMENT_IT
|
||||
void SetTextureFilterMode() override;
|
||||
IHardwareTexture *CreateHardwareTexture() override;
|
||||
|
|
|
@ -234,6 +234,16 @@ FTexture *DFrameBuffer::WipeEndScreen()
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
void DFrameBuffer::WriteSavePic(FileWriter *file, int width, int height)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Calculates the viewport values needed for 2D and 3D operations
|
||||
|
|
|
@ -339,6 +339,7 @@ public:
|
|||
virtual int Backend() { return 0; }
|
||||
virtual const char* DeviceName() const { return "Unknown"; }
|
||||
virtual void Draw2D() {}
|
||||
virtual void WriteSavePic(FileWriter *file, int width, int height);
|
||||
|
||||
// Screen wiping
|
||||
virtual FTexture *WipeStartScreen();
|
||||
|
|
|
@ -46,6 +46,7 @@
|
|||
#include "s_music.h"
|
||||
#include "quotemgr.h"
|
||||
#include "mapinfo.h"
|
||||
#include "v_video.h"
|
||||
|
||||
static CompositeSavegameWriter savewriter;
|
||||
static FResourceFile *savereader;
|
||||
|
@ -64,12 +65,6 @@ static FResourceFile *savereader;
|
|||
//=============================================================================
|
||||
|
||||
|
||||
void OpenSaveGameForWrite(const char *name)
|
||||
{
|
||||
savewriter.Clear();
|
||||
savewriter.SetFileName(name);
|
||||
}
|
||||
|
||||
bool OpenSaveGameForRead(const char *name)
|
||||
{
|
||||
if (savereader) delete savereader;
|
||||
|
@ -126,16 +121,20 @@ void FinishSavegameRead()
|
|||
|
||||
//=============================================================================
|
||||
//
|
||||
// Writes the header which is used to display the savegame in the menu.
|
||||
// Creates the savegame and writes all cross-game content.
|
||||
//
|
||||
//=============================================================================
|
||||
|
||||
void G_WriteSaveHeader(const char *name)
|
||||
bool OpenSaveGameForWrite(const char* filename, const char *name)
|
||||
{
|
||||
savewriter.Clear();
|
||||
savewriter.SetFileName(filename);
|
||||
|
||||
sjson_context* ctx = sjson_create_context(0, 0, NULL);
|
||||
if (!ctx)
|
||||
{
|
||||
return;
|
||||
savewriter.Clear();
|
||||
return false;
|
||||
}
|
||||
sjson_node* root = sjson_mkobject(ctx);
|
||||
auto savesig = gi->GetSaveSig();
|
||||
|
@ -158,7 +157,11 @@ void G_WriteSaveHeader(const char *name)
|
|||
auto mapfile = fileSystem.GetFileContainer(fileno);
|
||||
auto mapcname = fileSystem.GetResourceFileName(mapfile);
|
||||
if (mapcname) sjson_put_string(ctx, root, "Map Resource", mapcname);
|
||||
else return; // this should never happen. Saving on a map that isn't present is impossible.
|
||||
else
|
||||
{
|
||||
savewriter.Clear();
|
||||
return false; // this should never happen. Saving on a map that isn't present is impossible.
|
||||
}
|
||||
}
|
||||
|
||||
char* encoded = sjson_stringify(ctx, root, " ");
|
||||
|
@ -167,7 +170,8 @@ void G_WriteSaveHeader(const char *name)
|
|||
if (!fil)
|
||||
{
|
||||
sjson_destroy_context(ctx);
|
||||
return;
|
||||
savewriter.Clear();
|
||||
return false;
|
||||
}
|
||||
|
||||
fil->Write(encoded, strlen(encoded));
|
||||
|
@ -180,6 +184,9 @@ void G_WriteSaveHeader(const char *name)
|
|||
SECRET_Save();
|
||||
MUS_Save();
|
||||
quoteMgr.WriteToSavegame();
|
||||
auto picfile = WriteSavegameChunk("savepic.png");
|
||||
screen->WriteSavePic(picfile, 240, 180);
|
||||
return true;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
#include "filesystem/resourcefile.h"
|
||||
|
||||
void OpenSaveGameForWrite(const char *name);
|
||||
bool OpenSaveGameForWrite(const char *fname, const char *name);
|
||||
bool OpenSaveGameForRead(const char *name);
|
||||
|
||||
FileWriter *WriteSavegameChunk(const char *name);
|
||||
|
@ -16,7 +16,6 @@ class FileReader;
|
|||
|
||||
FString G_BuildSaveName (const char *prefix);
|
||||
int G_ValidateSavegame(FileReader &fr, FString *savetitle, bool formenu);
|
||||
void G_WriteSaveHeader(const char* name);
|
||||
|
||||
#define SAVEGAME_EXT ".dsave"
|
||||
|
||||
|
|
|
@ -172,7 +172,7 @@ void G_OpenDemoWrite(void)
|
|||
if (g_demo_filePtr == NULL)
|
||||
return;
|
||||
|
||||
i=sv_saveandmakesnapshot(*g_demo_filePtr, nullptr, -1);
|
||||
i=sv_saveandmakesnapshot(*g_demo_filePtr, -1);
|
||||
if (i)
|
||||
{
|
||||
delete g_demo_filePtr;
|
||||
|
|
|
@ -145,6 +145,7 @@ struct GameInterface : ::GameInterface
|
|||
int app_main() override;
|
||||
void UpdateScreenSize() override;
|
||||
void FreeGameData() override;
|
||||
bool GenerateSavePic() override;
|
||||
bool validate_hud(int) override;
|
||||
void set_hud_layout(int size) override;
|
||||
void set_hud_scale(int size) override;
|
||||
|
|
|
@ -762,14 +762,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
|
|||
else
|
||||
renderSetAspect(mulscale16(vr, viewingrange), yxaspect);
|
||||
|
||||
if (g_screenCapture)
|
||||
{
|
||||
TileFiles.tileCreate(TILE_SAVESHOT, 200, 320);
|
||||
|
||||
//if (videoGetRenderMode() == REND_CLASSIC)
|
||||
renderSetTarget(TILE_SAVESHOT, 200, 320);
|
||||
}
|
||||
else if (screenTilting)
|
||||
if (screenTilting)
|
||||
{
|
||||
int32_t oviewingrange = viewingrange; // save it from renderSetAspect()
|
||||
const int16_t tang = (ud.screen_tilting) ? pPlayer->rotscrnang : 0;
|
||||
|
@ -850,23 +843,15 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
|
|||
}
|
||||
else if (videoGetRenderMode() >= REND_POLYMOST)
|
||||
{
|
||||
if (ud.screen_tilting
|
||||
#ifdef SPLITSCREEN_MOD_HACKS
|
||||
&& !g_fakeMultiMode
|
||||
#endif
|
||||
)
|
||||
if (ud.screen_tilting)
|
||||
{
|
||||
#ifdef USE_OPENGL
|
||||
renderSetRollAngle(pPlayer->orotscrnang + mulscale16(((pPlayer->rotscrnang - pPlayer->orotscrnang + 1024)&2047)-1024, smoothRatio));
|
||||
#endif
|
||||
pPlayer->orotscrnang = pPlayer->rotscrnang;
|
||||
}
|
||||
#ifdef USE_OPENGL
|
||||
else
|
||||
{
|
||||
renderSetRollAngle(0);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
if (pPlayer->newowner < 0)
|
||||
|
@ -1016,22 +1001,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
|
|||
screen->FinishScene();
|
||||
}
|
||||
|
||||
if (g_screenCapture)
|
||||
{
|
||||
g_screenCapture = 0;
|
||||
|
||||
tileInvalidate(TILE_SAVESHOT, 0, 255);
|
||||
|
||||
//if (videoGetRenderMode() == REND_CLASSIC)
|
||||
{
|
||||
renderRestoreTarget();
|
||||
}
|
||||
#ifdef USE_OPENGL
|
||||
//else
|
||||
// G_ReadGLFrame();
|
||||
#endif
|
||||
}
|
||||
else if (screenTilting)
|
||||
if (screenTilting)
|
||||
{
|
||||
const int16_t tang = (ud.screen_tilting) ? pPlayer->rotscrnang : 0;
|
||||
|
||||
|
@ -1115,6 +1085,14 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
|
|||
VM_OnEvent(EVENT_DISPLAYROOMSEND, g_player[screenpeek].ps->i, screenpeek);
|
||||
}
|
||||
|
||||
|
||||
bool GameInterface::GenerateSavePic()
|
||||
{
|
||||
G_DrawRooms(myconnectindex, 65536);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void G_DumpDebugInfo(void)
|
||||
{
|
||||
static char const s_WEAPON[] = "WEAPON";
|
||||
|
|
|
@ -147,7 +147,6 @@ G_EXTERN input_t inputfifo[MOVEFIFOSIZ][MAXPLAYERS];
|
|||
|
||||
G_EXTERN int32_t g_noEnemies;
|
||||
G_EXTERN int32_t g_restorePalette;
|
||||
G_EXTERN int32_t g_screenCapture;
|
||||
G_EXTERN projectile_t SpriteProjectile[MAXSPRITES];
|
||||
G_EXTERN uint32_t everyothertime;
|
||||
G_EXTERN uint32_t g_moveThingsCount;
|
||||
|
|
|
@ -536,10 +536,6 @@ static void G_RestoreTimers(void)
|
|||
|
||||
bool G_SavePlayer(FSaveGameNode *sv)
|
||||
{
|
||||
#ifdef __ANDROID__
|
||||
G_SavePalette();
|
||||
#endif
|
||||
|
||||
G_SaveTimers();
|
||||
|
||||
Net_WaitForServer();
|
||||
|
@ -550,7 +546,6 @@ bool G_SavePlayer(FSaveGameNode *sv)
|
|||
errno = 0;
|
||||
FileWriter *fil;
|
||||
|
||||
OpenSaveGameForWrite(sv->Filename);
|
||||
fil = WriteSavegameChunk("snapshot.dat");
|
||||
// The above call cannot fail.
|
||||
{
|
||||
|
@ -564,7 +559,7 @@ bool G_SavePlayer(FSaveGameNode *sv)
|
|||
portableBackupSave(sv->Filename, sv->SaveTitle, ud.last_stateless_volume, ud.last_stateless_level);
|
||||
|
||||
// SAVE!
|
||||
sv_saveandmakesnapshot(fw, sv->SaveTitle, 0);
|
||||
sv_saveandmakesnapshot(fw, 0);
|
||||
|
||||
|
||||
fw.Close();
|
||||
|
@ -620,9 +615,6 @@ bool GameInterface::SaveGame(FSaveGameNode* sv)
|
|||
else
|
||||
{
|
||||
videoNextPage(); // no idea if this is needed here.
|
||||
g_screenCapture = 1;
|
||||
//G_DrawRooms(myconnectindex, 65536);
|
||||
g_screenCapture = 0;
|
||||
|
||||
return G_SavePlayer(sv);
|
||||
}
|
||||
|
@ -1361,7 +1353,7 @@ static void SV_AllocSnap(int32_t allocinit)
|
|||
}
|
||||
|
||||
// make snapshot only if spot < 0 (demo)
|
||||
int32_t sv_saveandmakesnapshot(FileWriter &fil, char const *name, int8_t spot)
|
||||
int32_t sv_saveandmakesnapshot(FileWriter &fil, int8_t spot)
|
||||
{
|
||||
savehead_t h;
|
||||
|
||||
|
@ -1400,8 +1392,6 @@ int32_t sv_saveandmakesnapshot(FileWriter &fil, char const *name, int8_t spot)
|
|||
// savegame
|
||||
auto fw = WriteSavegameChunk("header.dat");
|
||||
fw->Write(&h, sizeof(savehead_t));
|
||||
|
||||
G_WriteSaveHeader(name);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -68,7 +68,7 @@ int32_t sv_readdiff(FileReader& fil);
|
|||
uint32_t sv_writediff(FileWriter *fil);
|
||||
int32_t sv_loadheader(FileReader &fil, int32_t spot, savehead_t *h);
|
||||
int32_t sv_loadsnapshot(FileReader &fil, int32_t spot, savehead_t *h);
|
||||
int32_t sv_saveandmakesnapshot(FileWriter &fil, char const *name, int8_t spot);
|
||||
int32_t sv_saveandmakesnapshot(FileWriter &fil, int8_t spot);
|
||||
void sv_freemem();
|
||||
int32_t G_LoadSaveHeaderNew(char const *fn, savehead_t *saveh);
|
||||
void ReadSaveGameHeaders(void);
|
||||
|
|
|
@ -40,10 +40,6 @@ static TArray<SavegameHelper*> sghelpers(TArray<SavegameHelper*>::NoInit);
|
|||
|
||||
bool GameInterface::SaveGame(FSaveGameNode* sv)
|
||||
{
|
||||
OpenSaveGameForWrite(sv->Filename);
|
||||
// workaround until the level info here has been transitioned.
|
||||
G_WriteSaveHeader(sv->SaveTitle);
|
||||
|
||||
auto fw = WriteSavegameChunk("engine");
|
||||
fw->Write(&numsectors, sizeof(numsectors));
|
||||
fw->Write(sector, sizeof(sectortype) * numsectors);
|
||||
|
|
|
@ -172,7 +172,7 @@ void G_OpenDemoWrite(void)
|
|||
if (g_demo_filePtr == NULL)
|
||||
return;
|
||||
|
||||
i=sv_saveandmakesnapshot(*g_demo_filePtr, nullptr, -1, (demorec_seeds_cvar<<1));
|
||||
i=sv_saveandmakesnapshot(*g_demo_filePtr, -1, (demorec_seeds_cvar<<1));
|
||||
if (i)
|
||||
{
|
||||
delete g_demo_filePtr;
|
||||
|
|
|
@ -300,7 +300,6 @@ bool G_SavePlayer(FSaveGameNode *sv)
|
|||
errno = 0;
|
||||
FileWriter *fil;
|
||||
|
||||
OpenSaveGameForWrite(sv->Filename);
|
||||
fil = WriteSavegameChunk("snapshot.dat");
|
||||
// The above call cannot fail.
|
||||
{
|
||||
|
@ -311,7 +310,7 @@ bool G_SavePlayer(FSaveGameNode *sv)
|
|||
|
||||
|
||||
// SAVE!
|
||||
sv_saveandmakesnapshot(fw, sv->SaveTitle, 0, 0);
|
||||
sv_saveandmakesnapshot(fw, 0, 0);
|
||||
|
||||
|
||||
fw.Close();
|
||||
|
@ -1068,7 +1067,7 @@ static void SV_AllocSnap(int32_t allocinit)
|
|||
}
|
||||
|
||||
// make snapshot only if spot < 0 (demo)
|
||||
int32_t sv_saveandmakesnapshot(FileWriter &fil, char const *name, int8_t spot, bool isAutoSave)
|
||||
int32_t sv_saveandmakesnapshot(FileWriter &fil, int8_t spot, bool isAutoSave)
|
||||
{
|
||||
savehead_t h;
|
||||
|
||||
|
@ -1105,7 +1104,6 @@ int32_t sv_saveandmakesnapshot(FileWriter &fil, char const *name, int8_t spot, b
|
|||
// savegame
|
||||
auto fw = WriteSavegameChunk("header.dat");
|
||||
fw->Write(&h, sizeof(savehead_t));
|
||||
G_WriteSaveHeader(name);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -59,7 +59,7 @@ int32_t sv_readdiff(FileReader& fil);
|
|||
uint32_t sv_writediff(FileWriter *fil);
|
||||
int32_t sv_loadheader(FileReader &fil, int32_t spot, savehead_t *h);
|
||||
int32_t sv_loadsnapshot(FileReader &fil, int32_t spot, savehead_t *h);
|
||||
int32_t sv_saveandmakesnapshot(FileWriter &fil, char const *name, int8_t spot, bool isAutoSave = false);
|
||||
int32_t sv_saveandmakesnapshot(FileWriter &fil, int8_t spot, bool isAutoSave = false);
|
||||
void sv_freemem();
|
||||
int32_t G_LoadSaveHeaderNew(char const *fn, savehead_t *saveh);
|
||||
void ReadSaveGameHeaders(void);
|
||||
|
|
|
@ -236,9 +236,7 @@ bool GameInterface::SaveGame(FSaveGameNode *sv)
|
|||
Saveable_Init();
|
||||
|
||||
|
||||
OpenSaveGameForWrite(sv->Filename);
|
||||
// workaround until the level info here has been transitioned.
|
||||
G_WriteSaveHeader(sv->SaveTitle);
|
||||
fil = WriteSavegameChunk("snapshot.sw");
|
||||
|
||||
MWRITE(&GameVersion,sizeof(GameVersion),1,fil);
|
||||
|
|
Loading…
Reference in a new issue