raze/source/games/sw/src/saveable.cpp
Christoph Oelckers 6db1ba47c2 - SW: fixed some savegame issues:
* the saveable tables were initialized too late when reading in the actors.
* the abort messages for the saveables did not show. We need to use I_FatalError here, plus some actor list modifications to make this work.
2021-12-26 23:10:07 +01:00

185 lines
4.4 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2005 Jonathon Fowler <jf@jonof.id.au>
This file is part of JFShadowWarrior
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "tarray.h"
#include "debugbreak.h"
BEGIN_SW_NS
#include "saveable.h"
static TArray<saveable_module*> saveablemodules;
void Saveable_Init(void)
{
if (saveablemodules.Size() > 0) return;
#define MODULE(x) { \
extern saveable_module saveable_ ## x; \
saveablemodules.Push(&saveable_ ## x); \
}
MODULE(actor)
MODULE(ai)
MODULE(ai) // was 'build' but that is not used anywhere anymore.
MODULE(bunny)
MODULE(coolg)
MODULE(coolie)
MODULE(eel)
MODULE(girlninj)
MODULE(goro)
MODULE(hornet)
MODULE(jweapon)
MODULE(lava)
MODULE(miscactr)
MODULE(morph)
MODULE(ninja)
MODULE(panel)
MODULE(player)
MODULE(ripper)
MODULE(ripper2)
MODULE(rotator)
MODULE(serp)
MODULE(skel)
MODULE(skull)
MODULE(slidor)
MODULE(spike)
MODULE(sprite)
MODULE(sumo)
MODULE(track)
MODULE(vator)
MODULE(wallmove)
MODULE(weapon)
MODULE(zilla)
MODULE(zombie)
MODULE(sector)
}
int Saveable_FindCodeSym(void *ptr, savedcodesym *sym)
{
unsigned m,i;
if (!ptr)
{
sym->name = "";
return 0;
}
for (m=0; m<saveablemodules.Size(); m++)
{
for (i=0; i<saveablemodules[m]->numcode; i++)
{
if (ptr != saveablemodules[m]->code[i].base) continue;
sym->name = saveablemodules[m]->code[i].name;
return 0;
}
}
debug_break();
return -1;
}
int Saveable_FindDataSym(void *ptr, saveddatasym *sym)
{
unsigned m,i;
if (!ptr)
{
sym->name = "";
sym->offset = 0;
return 0;
}
for (m = 0; m < saveablemodules.Size(); m++)
{
for (i=0; i<saveablemodules[m]->numdata; i++)
{
if (ptr < saveablemodules[m]->data[i].base) continue;
if (ptr >= (void *)((intptr_t)saveablemodules[m]->data[i].base +
saveablemodules[m]->data[i].size)) continue;
sym->name = saveablemodules[m]->data[i].name;
sym->offset = unsigned((intptr_t)ptr - (intptr_t)saveablemodules[m]->data[i].base);
return 0;
}
}
debug_break();
return -1;
}
int Saveable_RestoreCodeSym(savedcodesym *sym, void **ptr)
{
if (sym->name.IsEmpty())
{
*ptr = nullptr;
return 0;
}
Saveable_Init();
for (auto module : saveablemodules)
{
for (unsigned i = 0; i < module->numcode; i++)
{
if (sym->name.Compare(module->code[i].name) == 0)
{
*ptr = module->code[i].base;
return 0;
}
}
}
// No way to recover. I_FatalError is the only chance to get an error message shown. :(
I_FatalError("Unknown code reference '%s' in savegame\n", sym->name.GetChars());
return -1;
}
int Saveable_RestoreDataSym(saveddatasym *sym, void **ptr)
{
if (sym->name.IsEmpty())
{
*ptr = nullptr;
return 0;
}
Saveable_Init();
for (auto module : saveablemodules)
{
for (unsigned i = 0; i < module->numdata; i++)
{
if (sym->name.Compare(module->data[i].name) == 0)
{
*ptr = ((uint8_t*)module->data[i].base) + sym->offset;
return 0;
}
}
}
// No way to recover. I_FatalError is the only chance to get an error message shown. :(
I_FatalError("Unknown data reference '%s' in savegame\n", sym->name.GetChars());
return -1;
}
END_SW_NS