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Fixing a bug in the V4 save file handler, produced by a "neat" feature in Woodruff: The saves remember their position within the list and use that information to load the "correct" screen properties, making it impossible to load reordered saves correctly -.-
svn-id: r42679
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parent
33929b5248
commit
01b8320367
@ -289,6 +289,8 @@ protected:
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GameHandler(GobEngine *vm, const char *target);
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~GameHandler();
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int getLastSlot() const;
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int32 getSize();
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bool load(int16 dataVar, int32 size, int32 offset);
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bool save(int16 dataVar, int32 size, int32 offset);
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@ -317,6 +319,8 @@ protected:
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File *_slotFile;
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int _lastSlot;
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SaveReader *_reader;
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SaveWriter *_writer;
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@ -84,6 +84,8 @@ SaveLoad_v4::GameHandler::GameHandler(GobEngine *vm, const char *target) : SaveH
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_slotFile = new File(vm, target);
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_lastSlot = -1;
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_writer = 0;
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_reader = 0;
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}
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@ -94,6 +96,10 @@ SaveLoad_v4::GameHandler::~GameHandler() {
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delete _writer;
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}
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int SaveLoad_v4::GameHandler::getLastSlot() const {
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return _lastSlot;
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}
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int32 SaveLoad_v4::GameHandler::getSize() {
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// Fake an empty save file for the very first query, to get clear properties
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if (_firstSize) {
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@ -178,6 +184,7 @@ bool SaveLoad_v4::GameHandler::load(int16 dataVar, int32 size, int32 offset) {
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if (!vars.writeInto(0, 0, varSize))
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return false;
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_lastSlot = slot;
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}
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return true;
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@ -261,6 +268,7 @@ bool SaveLoad_v4::GameHandler::save(int16 dataVar, int32 size, int32 offset) {
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if (!_writer->writePart(1, &vars))
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return false;
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_lastSlot = slot;
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}
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return true;
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@ -465,7 +473,11 @@ bool SaveLoad_v4::ScreenPropsHandler::load(int16 dataVar, int32 size, int32 offs
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return false;
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}
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return _gameHandler->loadScreenProps(_file->getSlot(offset), _curProps->_props);
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int slot = _gameHandler->getLastSlot();
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if (slot == -1)
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slot = _file->getSlot(offset);
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return _gameHandler->loadScreenProps(slot, _curProps->_props);
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}
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bool SaveLoad_v4::ScreenPropsHandler::save(int16 dataVar, int32 size, int32 offset) {
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@ -474,7 +486,11 @@ bool SaveLoad_v4::ScreenPropsHandler::save(int16 dataVar, int32 size, int32 offs
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return false;
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}
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return _gameHandler->saveScreenProps(_file->getSlot(offset), _curProps->_props);
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int slot = _gameHandler->getLastSlot();
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if (slot == -1)
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slot = _file->getSlot(offset);
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return _gameHandler->saveScreenProps(slot, _curProps->_props);
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}
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