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synced 2024-11-10 23:02:03 +00:00
- cleaned out the remains of the old savegame code.
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parent
67dff2a863
commit
1d6d58538c
4 changed files with 34 additions and 113 deletions
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@ -268,13 +268,6 @@ void FuncMummy(int nSector, int edx, int nRun);
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// object
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enum
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{
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kMaxPoints = 1024,
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kMaxSlides = 128,
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kMaxElevs = 1024
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};
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enum kStatus
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{
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kStatDestructibleSprite = 97,
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@ -487,12 +480,6 @@ void FuncSpider(int a, int b, int nRun);
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// switch
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enum
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{
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kMaxLinks = 1024,
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kMaxSwitches = 1024
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};
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void InitLink();
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void InitSwitch();
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@ -223,19 +223,6 @@ const uint32_t kSpiritX = 106;
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const uint32_t kSpiritY = 97;
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const uint32_t WorktileSize = kSpiritX * 2 * kSpiritY * 2;
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struct SavegameHelper
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{
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FString Name;
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TArray<std::pair<void*, size_t>> Elements;
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SavegameHelper(const char* name, ...);
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void Load();
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void Save();
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};
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#define SV(v) &v, sizeof(v)
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#define SA(a) &a, sizeof(a)
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struct GameInterface : ::GameInterface
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{
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@ -248,8 +235,6 @@ struct GameInterface : ::GameInterface
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bool StartGame(FNewGameStartup& gs) override;
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FSavegameInfo GetSaveSig() override;
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void SerializeGameState(FSerializer& arc);
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bool LoadGame() override;
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bool SaveGame() override;
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bool CanSave() override;
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ReservedSpace GetReservedScreenSpace(int viewsize) override { return { 0, 24 }; }
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void QuitToTitle() override;
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@ -36,6 +36,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "statistics.h"
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#include "v_draw.h"
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#include <string>
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#include "mapinfo.h"
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#include <assert.h>
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@ -75,6 +76,7 @@ unsigned int menu_RandomBit2()
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void InitEnergyTile()
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{
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word_9AB5B = 0;
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memset(energytile, 96, sizeof(energytile));
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}
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@ -63,60 +63,44 @@ void SerializeSet(FSerializer& arc);
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void SerializeSpider(FSerializer& arc);
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void SerializeWasp(FSerializer& arc);
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static TArray<SavegameHelper*> sghelpers(TArray<SavegameHelper*>::NoInit);
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bool GameInterface::SaveGame()
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{
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for (auto sgh : sghelpers) sgh->Save();
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return 1; // CHECKME
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}
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void GameInterface::SerializeGameState(FSerializer& arc)
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{
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if (arc.BeginObject("exhumed"))
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{
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SerializeState(arc);
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SerializeAnim(arc);
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SerializeBubbles(arc);
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SerializeBullet(arc);
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SerializeGrenade(arc);
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SerializeGun(arc);
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SerializeInit(arc);
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SerializeItems(arc);
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SerializeMove(arc);
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SerializeLighting(arc);
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SerializeObjects(arc);
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SerializePlayer(arc);
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SerializeRa(arc);
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SerializeRand(arc);
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SerializeRunList(arc);
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SerializeSequence(arc);
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SerializeSnake(arc);
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SerializeSwitch(arc);
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SerializeView(arc);
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SerializeState(arc);
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SerializeAnim(arc);
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SerializeBubbles(arc);
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SerializeBullet(arc);
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SerializeGrenade(arc);
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SerializeGun(arc);
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SerializeInit(arc);
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SerializeItems(arc);
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SerializeMove(arc);
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SerializeLighting(arc);
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SerializeObjects(arc);
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SerializePlayer(arc);
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SerializeRa(arc);
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SerializeRand(arc);
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SerializeRunList(arc);
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SerializeSequence(arc);
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SerializeSnake(arc);
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SerializeSwitch(arc);
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SerializeView(arc);
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SerializeAnubis(arc);
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SerializeFish(arc);
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SerializeLavadude(arc);
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SerializeLion(arc);
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SerializeMummy(arc);
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SerializeQueen(arc);
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SerializeRat(arc);
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SerializeRex(arc);
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SerializeRoach(arc);
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SerializeScorpion(arc);
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SerializeSet(arc);
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SerializeSpider(arc);
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SerializeWasp(arc);
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SerializeAnubis(arc);
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SerializeFish(arc);
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SerializeLavadude(arc);
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SerializeLion(arc);
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SerializeMummy(arc);
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SerializeQueen(arc);
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SerializeRat(arc);
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SerializeRex(arc);
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SerializeRoach(arc);
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SerializeScorpion(arc);
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SerializeSet(arc);
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SerializeSpider(arc);
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SerializeWasp(arc);
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}
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}
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bool GameInterface::LoadGame()
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{
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for (auto sgh : sghelpers) sgh->Load();
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FinishSavegameRead();
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// reset the sky in case it hasn't been done yet.
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psky_t* pSky = tileSetupSky(DEFAULTPSKY);
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pSky->tileofs[0] = 0;
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@ -146,43 +130,6 @@ bool GameInterface::LoadGame()
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}
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Mus_ResumeSaved();
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return 1; // CHECKME
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}
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SavegameHelper::SavegameHelper(const char* name, ...)
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{
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Name = name;
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sghelpers.Push(this);
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va_list ap;
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va_start(ap, name);
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for(;;)
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{
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void* addr = va_arg(ap, void*);
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if (!addr) break;
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size_t size = va_arg(ap, size_t);
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Elements.Push(std::make_pair(addr, size));
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}
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}
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void SavegameHelper::Load()
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{
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auto fr = ReadSavegameChunk(Name);
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if (!fr.isOpen()) return;
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for (auto& entry : Elements)
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{
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auto read = fr.Read(entry.first, entry.second);
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if (read != entry.second) I_Error("Save game read error in %s", Name.GetChars());
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}
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}
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void SavegameHelper::Save()
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{
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auto fw = WriteSavegameChunk(Name);
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for (auto& entry : Elements)
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{
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auto write = fw->Write(entry.first, entry.second);
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if (write != entry.second) I_Error("Save game write error in %s", Name.GetChars());
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}
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}
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END_PS_NS
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