fixed sfSceneEq bug
fixed load actors entrance removed some orphans svn-id: r17964
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parent
781472641e
commit
a81b093e65
12 changed files with 326 additions and 420 deletions
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@ -39,26 +39,24 @@
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namespace Saga {
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void SagaEngine::save() {
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void SagaEngine::save(const char *fileName) {
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File out;
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out.open("iteSCUMMVM.sav", File::kFileWriteMode);
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out.open(fileName, File::kFileWriteMode);
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//TODO: version number
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out.writeSint16LE(_script->_commonBufferSize);
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// Surrounding scene
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out.writeSint32LE(_scene->getOutsetSceneNumber());
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out.writeSint32LE(0);
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// Inset scene
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out.writeSint32LE(_scene->currentSceneNumber());
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out.writeSint32LE(0);
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uint16 i;
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_actor->saveState(out);
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out.writeSint16LE(_script->_commonBufferSize);
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for (i = 0; i < _script->_commonBufferSize; i++)
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out.writeByte(_script->_commonBuffer[i]);
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@ -68,36 +66,33 @@ void SagaEngine::save() {
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out.close();
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}
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void SagaEngine::load() {
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void SagaEngine::load(const char *fileName) {
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File in;
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int commonBufferSize;
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int scenenum, inset;
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int sceneNumber, insetSceneNumber;
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int mapx, mapy;
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uint16 i;
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in.open("iteSCUMMVM.sav");
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in.open(fileName);
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if (!in.isOpen())
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return;
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commonBufferSize = in.readSint16LE();
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// Surrounding scene
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scenenum = in.readSint32LE();
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in.readSint32LE();
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sceneNumber = in.readSint32LE();
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// Inset scene
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inset = in.readSint32LE();
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in.readSint32LE();
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insetSceneNumber = in.readSint32LE();
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debug(0, "scene: %d out: %d", scenenum, inset);
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uint16 i;
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debug(0, "scene: #%d inset scene: #%d", sceneNumber, insetSceneNumber);
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_interface->clearInventory(); //TODO: interface load-save-state
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_interface->clearInventory();
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_actor->loadState(in);
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commonBufferSize = in.readSint16LE();
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for (i = 0; i < commonBufferSize; i++)
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_script->_commonBuffer[i] = in.readByte();
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@ -108,20 +103,18 @@ void SagaEngine::load() {
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_isoMap->setMapPosition(mapx, mapy);
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_scene->clearSceneQueue();
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_scene->changeScene(sceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade);
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if (insetSceneNumber != sceneNumber) {
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_render->drawScene();
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_scene->clearSceneQueue();
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_scene->changeScene(insetSceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade);
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}
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// FIXME: When save/load screen will be implemented we should
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// call these after that screen left by user
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_interface->draw();
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// FIXME: hmmm... now we always require actorsEntrance to be defined
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// so no way to restore at arbitrary position
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_scene->clearSceneQueue();
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_scene->changeScene(scenenum, 0);
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if (inset != scenenum) {
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_render->drawScene();
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_scene->clearSceneQueue();
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_scene->changeScene(inset, 0);
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}
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}
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} // End of namespace Saga
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