- savegame code cleanup.

This commit is contained in:
Christoph Oelckers 2021-04-18 23:55:33 +02:00
parent b85da221d7
commit 97d8aee2e8
4 changed files with 15 additions and 41 deletions

View File

@ -1380,20 +1380,24 @@ public:
{
Ptr = nullptr;
}
TPointer(const T& other)
TPointer(const T& other) = delete;
/*
{
Alloc();
*Ptr = other;
}
*/
TPointer(T&& other)
{
Alloc();
*Ptr = other;
}
TPointer(const TPointer<T>& other)
TPointer(const TPointer<T>& other) = delete;
/*
{
DoCopy(other);
}
*/
TPointer(TPointer<T>&& other)
{
Ptr = other.Ptr;

View File

@ -67,8 +67,6 @@ struct GameInterface
virtual bool StartGame(FNewGameStartup& gs) { return false; }
virtual FSavegameInfo GetSaveSig() { return { "", 0, 0}; }
virtual double SmallFontScale() { return 1; }
virtual bool SaveGame() { return true; }
virtual bool LoadGame() { return true; }
virtual void SerializeGameState(FSerializer& arc) {}
virtual void DrawPlayerSprite(const DVector2& origin, bool onteam) {}
virtual void QuitToTitle() {}

View File

@ -107,19 +107,11 @@ static void SerializeSession(FSerializer& arc)
//=============================================================================
//
// This is for keeping my sanity while working with the horrible mess
// that is the savegame code in Duke Nukem.
// Without handling this in global variables it is a losing proposition
// to save custom data along with the regular snapshot. :(
// With this the savegame code can mostly pretend to load from and write
// to files while really using a composite archive.
//
// All global non-game dependent state is also saved right here for convenience.
//
//=============================================================================
bool OpenSaveGameForRead(const char *name)
bool ReadSavegame(const char *name)
{
if (savereader) delete savereader;
savereader = FResourceFile::OpenResourceFile(name, true, true);
@ -180,11 +172,6 @@ FileReader ReadSavegameChunk(const char *name)
return lump->NewReader();
}
bool FinishSavegameWrite()
{
return savewriter.WriteToFile();
}
void FinishSavegameRead()
{
delete savereader;
@ -199,7 +186,7 @@ CVAR(Bool, save_formatted, false, 0) // should be set to false once the conversi
//
//=============================================================================
bool OpenSaveGameForWrite(const char* filename, const char *name)
bool WriteSavegame(const char* filename, const char *name)
{
savewriter.Clear();
savewriter.SetFileName(filename);
@ -262,8 +249,7 @@ bool OpenSaveGameForWrite(const char* filename, const char *name)
M_AppendPNGText(picfile, "Title", name);
M_AppendPNGText(picfile, "Current Map", lev->labelName);
M_FinishPNG(picfile);
return true;
return savewriter.WriteToFile();
}
//=============================================================================
@ -699,16 +685,9 @@ static int nextquicksave = -1;
void DoLoadGame(const char* name)
{
if (OpenSaveGameForRead(name))
if (ReadSavegame(name))
{
if (gi->LoadGame())
{
gameaction = ga_level;
}
else
{
I_Error("%s: Failed to load savegame", name);
}
gameaction = ga_level;
}
else
{
@ -727,14 +706,11 @@ static int nextquicksave = -1;
void G_SaveGame(const char *fn, const char *desc, bool ok4q, bool forceq)
{
if (OpenSaveGameForWrite(fn, desc))
if (WriteSavegame(fn, desc))
{
if (gi->SaveGame() && FinishSavegameWrite())
{
savegameManager.NotifyNewSave(fn, desc, ok4q, forceq);
Printf(PRINT_NOTIFY, "%s\n", GStrings("GAME SAVED"));
BackupSaveGame = fn;
}
savegameManager.NotifyNewSave(fn, desc, ok4q, forceq);
Printf(PRINT_NOTIFY, "%s\n", GStrings("GAME SAVED"));
BackupSaveGame = fn;
}
}

View File

@ -5,13 +5,9 @@
extern FixedBitArray<MAXSPRITES> activeSprites;
bool OpenSaveGameForWrite(const char *fname, const char *name);
bool OpenSaveGameForRead(const char *name);
FileWriter *WriteSavegameChunk(const char *name);
FileReader ReadSavegameChunk(const char *name);
bool FinishSavegameWrite();
void FinishSavegameRead();
// Savegame utilities