Fix writing/reading of game state (#834)

* Fix writing/reading of game state

* Match existing state serialization functions
This commit is contained in:
Christian Semmler
2024-04-21 09:42:08 -04:00
committed by GitHub
parent 26f2dd1e5f
commit c9db98c4c3
42 changed files with 71 additions and 79 deletions

View File

@@ -259,11 +259,11 @@ MxResult LegoGameState::Save(MxULong p_slot)
WriteEndOfVariables(&fileStorage);
CharacterManager()->Write(&fileStorage);
PlantManager()->Save(&fileStorage);
result = BuildingManager()->Save(&fileStorage);
PlantManager()->Write(&fileStorage);
result = BuildingManager()->Write(&fileStorage);
for (j = 0; j < m_stateCount; j++) {
if (m_stateArray[j]->VTable0x14()) {
if (m_stateArray[j]->IsSerializable()) {
count++;
}
}
@@ -271,8 +271,8 @@ MxResult LegoGameState::Save(MxULong p_slot)
Write(&fileStorage, count);
for (j = 0; j < m_stateCount; j++) {
if (m_stateArray[j]->VTable0x14()) {
m_stateArray[j]->VTable0x1c(&fileStorage);
if (m_stateArray[j]->IsSerializable()) {
m_stateArray[j]->Serialize(&fileStorage);
}
}
@@ -295,7 +295,7 @@ MxResult LegoGameState::DeleteState()
m_stateArray = NULL;
for (MxS32 count = 0; count < stateCount; count++) {
if (!stateArray[count]->SetFlag() && stateArray[count]->VTable0x14()) {
if (!stateArray[count]->SetFlag() && stateArray[count]->IsSerializable()) {
delete stateArray[count];
}
else {
@@ -360,10 +360,10 @@ MxResult LegoGameState::Load(MxULong p_slot)
if (CharacterManager()->Read(&fileStorage) == FAILURE) {
goto done;
}
if (PlantManager()->Load(&fileStorage) == FAILURE) {
if (PlantManager()->Read(&fileStorage) == FAILURE) {
goto done;
}
if (BuildingManager()->Load(&fileStorage) == FAILURE) {
if (BuildingManager()->Read(&fileStorage) == FAILURE) {
goto done;
}
if (DeleteState() != SUCCESS) {
@@ -389,7 +389,7 @@ MxResult LegoGameState::Load(MxULong p_slot)
}
}
state->VTable0x1c(&fileStorage);
state->Serialize(&fileStorage);
}
}