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6db1ba47c2
* 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.
185 lines
4.4 KiB
C++
185 lines
4.4 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2005 Jonathon Fowler <jf@jonof.id.au>
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This file is part of JFShadowWarrior
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "tarray.h"
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#include "debugbreak.h"
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BEGIN_SW_NS
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#include "saveable.h"
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static TArray<saveable_module*> saveablemodules;
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void Saveable_Init(void)
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{
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if (saveablemodules.Size() > 0) return;
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#define MODULE(x) { \
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extern saveable_module saveable_ ## x; \
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saveablemodules.Push(&saveable_ ## x); \
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}
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MODULE(actor)
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MODULE(ai)
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MODULE(ai) // was 'build' but that is not used anywhere anymore.
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MODULE(bunny)
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MODULE(coolg)
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MODULE(coolie)
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MODULE(eel)
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MODULE(girlninj)
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MODULE(goro)
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MODULE(hornet)
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MODULE(jweapon)
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MODULE(lava)
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MODULE(miscactr)
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MODULE(morph)
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MODULE(ninja)
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MODULE(panel)
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MODULE(player)
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MODULE(ripper)
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MODULE(ripper2)
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MODULE(rotator)
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MODULE(serp)
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MODULE(skel)
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MODULE(skull)
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MODULE(slidor)
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MODULE(spike)
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MODULE(sprite)
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MODULE(sumo)
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MODULE(track)
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MODULE(vator)
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MODULE(wallmove)
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MODULE(weapon)
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MODULE(zilla)
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MODULE(zombie)
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MODULE(sector)
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}
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int Saveable_FindCodeSym(void *ptr, savedcodesym *sym)
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{
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unsigned m,i;
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if (!ptr)
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{
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sym->name = "";
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return 0;
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}
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for (m=0; m<saveablemodules.Size(); m++)
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{
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for (i=0; i<saveablemodules[m]->numcode; i++)
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{
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if (ptr != saveablemodules[m]->code[i].base) continue;
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sym->name = saveablemodules[m]->code[i].name;
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return 0;
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}
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}
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debug_break();
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return -1;
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}
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int Saveable_FindDataSym(void *ptr, saveddatasym *sym)
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{
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unsigned m,i;
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if (!ptr)
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{
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sym->name = "";
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sym->offset = 0;
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return 0;
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}
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for (m = 0; m < saveablemodules.Size(); m++)
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{
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for (i=0; i<saveablemodules[m]->numdata; i++)
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{
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if (ptr < saveablemodules[m]->data[i].base) continue;
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if (ptr >= (void *)((intptr_t)saveablemodules[m]->data[i].base +
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saveablemodules[m]->data[i].size)) continue;
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sym->name = saveablemodules[m]->data[i].name;
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sym->offset = unsigned((intptr_t)ptr - (intptr_t)saveablemodules[m]->data[i].base);
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return 0;
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}
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}
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debug_break();
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return -1;
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}
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int Saveable_RestoreCodeSym(savedcodesym *sym, void **ptr)
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{
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if (sym->name.IsEmpty())
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{
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*ptr = nullptr;
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return 0;
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}
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Saveable_Init();
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for (auto module : saveablemodules)
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{
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for (unsigned i = 0; i < module->numcode; i++)
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{
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if (sym->name.Compare(module->code[i].name) == 0)
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{
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*ptr = module->code[i].base;
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return 0;
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}
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}
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}
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// No way to recover. I_FatalError is the only chance to get an error message shown. :(
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I_FatalError("Unknown code reference '%s' in savegame\n", sym->name.GetChars());
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return -1;
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}
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int Saveable_RestoreDataSym(saveddatasym *sym, void **ptr)
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{
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if (sym->name.IsEmpty())
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{
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*ptr = nullptr;
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return 0;
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}
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Saveable_Init();
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for (auto module : saveablemodules)
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{
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for (unsigned i = 0; i < module->numdata; i++)
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{
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if (sym->name.Compare(module->data[i].name) == 0)
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{
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*ptr = ((uint8_t*)module->data[i].base) + sym->offset;
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return 0;
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}
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}
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}
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// No way to recover. I_FatalError is the only chance to get an error message shown. :(
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I_FatalError("Unknown data reference '%s' in savegame\n", sym->name.GetChars());
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return -1;
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}
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END_SW_NS
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