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synced 2026-06-20 05:45:29 +00:00
Fixed savegame saving/loading. I haven't done anything about the user
interface, so it's still even worse than in the original interpreter (just like in cinE, presumably), but at least it no longer crashes when loading the saved game, and hopefully the correct palette is saved. svn-id: r21718
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@@ -34,6 +34,8 @@ extern byte *page1;
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extern byte *page2;
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extern byte *page3;
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extern uint16 c_palette[256];
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void init_video();
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void setMouseCursor(int cursor);
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void convertGfx(byte *source, byte *dest, const uint16 width, const uint16 height);
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+25
-32
@@ -104,8 +104,6 @@ int16 playerCommand;
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char commandBuffer[80];
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uint16 palette_[256];
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char currentPrcName[20];
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char currentRelName[20];
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char currentObjectName[20];
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@@ -403,7 +401,7 @@ void loadObjectScritpFromSave(Common::File *fHandle) {
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newElement->scriptPtr = (byte *)relTable[newElement->scriptIdx].data;
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}
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void loadGlobalScritpFromSave(Common::File *fHandle) {
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void loadGlobalScriptFromSave(Common::File *fHandle) {
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int16 i;
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prcLinkedListStruct *newElement;
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@@ -429,9 +427,7 @@ void loadGlobalScritpFromSave(Common::File *fHandle) {
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newElement->localVars[i] = fHandle->readUint16BE();
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newElement->compareResult = fHandle->readUint16BE();
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newElement->scriptPosition = fHandle->readUint16BE();
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newElement->scriptIdx = fHandle->readUint16BE();
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newElement->scriptPtr = scriptTable[newElement->scriptIdx].ptr;
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@@ -468,9 +464,7 @@ void loadOverlayFromSave(Common::File *fHandle) {
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currentHead = &overlayHead;
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newElement->previous = currentHead->previous;
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currentHead->previous = newElement;
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}
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void setupGlobalScriptList(void) {
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@@ -478,7 +472,6 @@ void setupGlobalScriptList(void) {
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while (currentHead) {
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currentHead->scriptPtr = scriptTable[currentHead->scriptIdx].ptr;
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currentHead = currentHead->next;
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}
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}
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@@ -583,7 +576,7 @@ int16 makeLoad(char *saveName) {
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fadeRequired = 0;
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for (i = 0; i < 16; i++) {
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palette_[i] = 0;
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c_palette[i] = 0;
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}
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checkForPendingDataLoadSwitch = 0;
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@@ -601,22 +594,21 @@ int16 makeLoad(char *saveName) {
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fHandle.read(currentBgName[0], 13);
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fHandle.read(currentCtName, 13);
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i = fHandle.readUint16BE();
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i = fHandle.readUint16BE();
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fHandle.readUint16BE();
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fHandle.readUint16BE();
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fHandle.read(objectTable, i * 255);
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for (i = 0; i < NUM_MAX_OBJECT; i++) {
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objectTable[i].x = TO_BE_16(objectTable[i].x);
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objectTable[i].y = TO_BE_16(objectTable[i].y);
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objectTable[i].mask = TO_BE_16(objectTable[i].mask);
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objectTable[i].frame = TO_BE_16(objectTable[i].frame);
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objectTable[i].costume = TO_BE_16(objectTable[i].costume);
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objectTable[i].part = TO_BE_16(objectTable[i].part);
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for (i = 0; i < 255; i++) {
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objectTable[i].x = fHandle.readSint16BE();
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objectTable[i].y = fHandle.readSint16BE();
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objectTable[i].mask = fHandle.readUint16BE();
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objectTable[i].frame = fHandle.readSint16BE();
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objectTable[i].costume = fHandle.readSint16BE();
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fHandle.read(objectTable[i].name, 20);
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objectTable[i].part = fHandle.readUint16BE();
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}
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for (i = 0; i < 16; i++) {
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palette_[i] = fHandle.readUint16BE();
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c_palette[i] = fHandle.readUint16BE();
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}
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for (i = 0; i < 16; i++) {
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@@ -650,23 +642,24 @@ int16 makeLoad(char *saveName) {
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commandVar2 = fHandle.readSint16BE();
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defaultMenuBoxColor2 = fHandle.readUint16BE();
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i = fHandle.readUint16BE();
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i = fHandle.readSint16BE();
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fHandle.read(animDataTable, i * 255);
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fHandle.readUint16BE();
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fHandle.readSint16BE();
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for (i = 0; i < NUM_MAX_ANIMDATA; i++) {
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animDataTable[i].width = TO_BE_16(animDataTable[i].width);
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animDataTable[i].var1 = TO_BE_16(animDataTable[i].var1);
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animDataTable[i].bpp = TO_BE_16(animDataTable[i].bpp);
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animDataTable[i].height = TO_BE_16(animDataTable[i].height);
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animDataTable[i].fileIdx = TO_BE_16(animDataTable[i].fileIdx);
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animDataTable[i].frameIdx = TO_BE_16(animDataTable[i].frameIdx);
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animDataTable[i].width = fHandle.readUint16BE();
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animDataTable[i].var1 = fHandle.readUint16BE();
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animDataTable[i].bpp = fHandle.readUint16BE();
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animDataTable[i].height = fHandle.readUint16BE();
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animDataTable[i].fileIdx = fHandle.readSint16BE();
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animDataTable[i].frameIdx = fHandle.readSint16BE();
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fHandle.read(animDataTable[i].name, 10);
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}
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fHandle.seek(12, SEEK_CUR); // TODO: handle screen params (realy required ?)
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size = fHandle.readSint16BE();
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for (i = 0; i < size; i++) {
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loadGlobalScritpFromSave(&fHandle);
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loadGlobalScriptFromSave(&fHandle);
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}
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size = fHandle.readSint16BE();
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@@ -761,7 +754,7 @@ void makeSave(char *saveFileName) {
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}
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for (i = 0; i < 16; i++) {
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fHandle.writeUint16BE(palette_[i]);
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fHandle.writeUint16BE(c_palette[i]);
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}
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for (i = 0; i < 16; i++) {
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@@ -117,8 +117,6 @@ extern int16 playerCommand;
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extern char commandBuffer[80];
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extern uint16 c_palette[256];
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extern char currentPrcName[20];
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extern char currentRelName[20];
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extern char currentObjectName[20];
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