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