FULLPIPE: Implement inventory saving

This commit is contained in:
Eugene Sandulenko 2016-09-17 01:10:49 +02:00
parent 358f2d4845
commit 210a57c4c0
3 changed files with 10 additions and 4 deletions

View file

@ -659,7 +659,7 @@ void GameLoader::writeSavegame(Scene *sc, const char *fname) {
v->_prevVarObj = prv;
}
getGameLoaderInventory()->writePartial(saveFile);
getGameLoaderInventory()->savePartial(saveFile);
saveFile->writeUint32LE(_sc2array.size());

View file

@ -106,8 +106,14 @@ bool Inventory2::loadPartial(MfcArchive &file) { // Inventory2_SerializePartiall
return true;
}
bool Inventory2::writePartial(Common::WriteStream *file) {
warning("STUB: nventory2::writePartial()");
bool Inventory2::savePartial(Common::WriteStream *saveFile) {
saveFile->writeUint32LE(_inventoryItems.size());
for (uint i = 0; i < _inventoryItems.size(); i++) {
saveFile->writeUint16LE(_inventoryItems[i]->itemId);
saveFile->writeUint16LE(_inventoryItems[i]->count);
}
return true;
}

View file

@ -101,7 +101,7 @@ class Inventory2 : public Inventory {
virtual ~Inventory2();
bool loadPartial(MfcArchive &file);
bool writePartial(Common::WriteStream *file);
bool savePartial(Common::WriteStream *file);
void addItem(int itemId, int count);
void addItem2(StaticANIObject *obj);
void removeItem(int itemId, int count);