Make use of the new loadRoomSubBlocks (which only loads static room data now) in the save/load code; this also means we have to save a bit less data, and reduce code duplication
svn-id: r17822
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aa330e827c
commit
973cb9a281
2 changed files with 12 additions and 26 deletions
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@ -97,7 +97,6 @@ bool ScummEngine::loadState(int slot, bool compat) {
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int i, j;
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SaveGameHeader hdr;
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int sb, sh;
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byte *roomptr;
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makeSavegameName(filename, slot, compat);
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if (!(in = _saveFileMan->openForLoading(filename)))
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@ -212,18 +211,6 @@ bool ScummEngine::loadState(int slot, bool compat) {
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VAR(VAR_NUM_GLOBAL_OBJS) = _numGlobalObjects - 1;
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}
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if (_heversion == 70) {
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roomptr = getResourceAddress(rtRoom, _roomResource);
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const byte *ptr = findResourceData(MKID('REMP'), roomptr);
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if (ptr) {
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for (i = 0; i < 256; i++)
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_HEV7ActorPalette[i] = *ptr++;
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} else {
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for (i = 0; i < 256; i++)
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_HEV7ActorPalette[i] = i;
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}
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}
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if (hdr.ver < VER(30)) {
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// For a long time, we used incorrect location, causing it to default to zero.
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if (_version == 8)
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@ -303,9 +290,8 @@ bool ScummEngine::loadState(int slot, bool compat) {
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if (hdr.ver < VER(35) && _gameId == GID_MANIAC && _version == 1)
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setupV1ActorTalkColor();
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// Regenerate strip table (for V1/V2 games)
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roomptr = getResourceAddress(rtRoom, _roomResource);
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gdi.roomChanged(roomptr, _IM00_offs);
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// Load the static room data
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loadRoomSubBlocks();
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if (!(_features & GF_NEW_CAMERA)) {
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camera._last.x = camera._cur.x;
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@ -454,20 +440,20 @@ void ScummEngine::saveOrLoad(Serializer *s, uint32 savegameVersion) {
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const SaveLoadEntry mainEntries[] = {
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MKARRAY(ScummEngine, _gameMD5[0], sleUint8, 16, VER(39)),
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MKLINE(ScummEngine, _roomWidth, sleUint16, VER(8)),
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MKLINE(ScummEngine, _roomHeight, sleUint16, VER(8)),
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MKLINE(ScummEngine, _ENCD_offs, sleUint32, VER(8)),
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MKLINE(ScummEngine, _EXCD_offs, sleUint32, VER(8)),
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MKLINE(ScummEngine, _IM00_offs, sleUint32, VER(8)),
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MKLINE(ScummEngine, _CLUT_offs, sleUint32, VER(8)),
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MK_OBSOLETE(ScummEngine, _roomWidth, sleUint16, VER(8), VER(50)),
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MK_OBSOLETE(ScummEngine, _roomHeight, sleUint16, VER(8), VER(50)),
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MK_OBSOLETE(ScummEngine, _ENCD_offs, sleUint32, VER(8), VER(50)),
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MK_OBSOLETE(ScummEngine, _EXCD_offs, sleUint32, VER(8), VER(50)),
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MK_OBSOLETE(ScummEngine, _IM00_offs, sleUint32, VER(8), VER(50)),
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MK_OBSOLETE(ScummEngine, _CLUT_offs, sleUint32, VER(8), VER(50)),
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MK_OBSOLETE(ScummEngine, _EPAL_offs, sleUint32, VER(8), VER(9)),
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MKLINE(ScummEngine, _PALS_offs, sleUint32, VER(8)),
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MK_OBSOLETE(ScummEngine, _PALS_offs, sleUint32, VER(8), VER(50)),
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MKLINE(ScummEngine, _curPalIndex, sleByte, VER(8)),
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MKLINE(ScummEngine, _currentRoom, sleByte, VER(8)),
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MKLINE(ScummEngine, _roomResource, sleByte, VER(8)),
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MKLINE(ScummEngine, _numObjectsInRoom, sleByte, VER(8)),
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MKLINE(ScummEngine, _currentScript, sleByte, VER(8)),
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MKARRAY(ScummEngine, _localScriptOffsets[0], sleUint32, _numLocalScripts, VER(8)),
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MK_OBSOLETE_ARRAY(ScummEngine, _localScriptOffsets[0], sleUint32, _numLocalScripts, VER(8), VER(50)),
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// vm.localvar grew from 25 to 40 script entries and then from
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@ -568,7 +554,7 @@ void ScummEngine::saveOrLoad(Serializer *s, uint32 savegameVersion) {
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MKARRAY_OLD(ScummEngine, gfxUsageBits[0], sleUint32, 410, VER(10), VER(13)),
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MKARRAY(ScummEngine, gfxUsageBits[0], sleUint32, 3 * 410, VER(14)),
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MKLINE(ScummEngine, gdi._transparentColor, sleByte, VER(8)),
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MK_OBSOLETE(ScummEngine, gdi._transparentColor, sleByte, VER(8), VER(50)),
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MKARRAY(ScummEngine, _currentPalette[0], sleByte, 768, VER(8)),
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// Sam & Max specific palette replaced by _shadowPalette now.
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