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Room saving
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@ -216,41 +216,6 @@ void DSGM_LeaveRoom(DSGM_Room *room) {
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}
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}
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unsigned char DSGM_SaveRoom(DSGM_Room *room, char *filename) {
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/*u8 screen;
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int layerNumber;
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int group;
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int object;
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FILE *f = fopen(filename, "ab");
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if(!f) return 0;
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DSGM_Debug("Saving room...\n");
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for(screen = 0; screen < 2; screen++) {
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// Save backgrounds
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for(layerNumber = 0; layerNumber < 4; layerNumber++) {
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// Store pointer to background
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fwrite(&room->layers[screen][layerNumber].background, sizeof(DSGM_Background *), 1, f) {
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}
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}
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for(screen = 0; screen < 2; screen++) {
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// Save object instances
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for(group = 0; group < room->objectGroupCount[screen]; group++) {
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for(object = 0; object < room->objectGroups[screen][group].objectInstanceCount; object++) {
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DSGM_ObjectInstance *objectInstance = &room->objectGroups[screen][group].objectInstances[object];
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fwrite(objectInstance, sizeof(DSGM_ObjectInstance), 1, f);
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}
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}
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}
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fclose(f);
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DSGM_Debug("Saved\n");*/
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return 1;
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}
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inline int DSGM_GetRoomNumberFull(DSGM_Room *rooms, DSGM_Room *room) {
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return room - rooms;
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}
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@ -12,3 +12,78 @@ inline bool DSGM_StartSaving(void) {
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inline void DSGM_FinishSaving(void) {
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fclose(DSGM_save);
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}
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void DSGM_WriteRoomFull(DSGM_Room *room) {
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u8 screen;
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int layerNumber;
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int group;
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int object;
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DSGM_Debug("Saving room...\n");
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fprintf(DSGM_save, "ROOM");
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for(screen = 0; screen < 2; screen++) {
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for(layerNumber = 0; layerNumber < 4; layerNumber++) {
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// Save layer
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fwrite(&room->layers[screen][layerNumber], sizeof(DSGM_Layer), 1, DSGM_save);
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}
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}
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for(screen = 0; screen < 2; screen++) {
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// Save object instances
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fwrite(&room->objectGroupCount[screen], sizeof(int), 1, DSGM_save);
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for(group = 0; group < room->objectGroupCount[screen]; group++) {
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fwrite(&room->objectGroups[screen][group].objectInstanceCount, sizeof(int), 1, DSGM_save);
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for(object = 0; object < room->objectGroups[screen][group].objectInstanceCount; object++) {
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DSGM_ObjectInstance *objectInstance = &room->objectGroups[screen][group].objectInstances[object];
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fwrite(objectInstance, sizeof(DSGM_ObjectInstance), 1, DSGM_save);
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}
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}
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}
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DSGM_Debug("Saved room\n");
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}
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void DSGM_ReadRoomFull(DSGM_Room *room) {
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u8 screen;
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int layerNumber;
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int group;
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int object;
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DSGM_Debug("Loading room...\n");
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char magic[5] = { 0 };
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fread(magic, sizeof(char), 4, DSGM_save);
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if(strncmp(magic, "ROOM", 4)) {
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DSGM_Debug("Failed! Bad magic...\n");
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return;
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}
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for(screen = 0; screen < 2; screen++) {
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for(layerNumber = 0; layerNumber < 4; layerNumber++) {
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// Load layer
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fread(&room->layers[screen][layerNumber], sizeof(DSGM_Layer), 1, DSGM_save);
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}
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}
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for(screen = 0; screen < 2; screen++) {
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// Load object instances
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fread(&room->objectGroupCount[screen], sizeof(int), 1, DSGM_save);
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room->objectGroups[screen] = realloc(room->objectGroups[screen], room->objectGroupCount[screen] * sizeof(DSGM_ObjectGroup));
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for(group = 0; group < room->objectGroupCount[screen]; group++) {
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fread(&room->objectGroups[screen][group].objectInstanceCount, sizeof(int), 1, DSGM_save);
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room->objectGroups[screen][group].objectInstances = realloc(room->objectGroups[screen][group].objectInstances, room->objectGroups[screen][group].objectInstanceCount * sizeof(DSGM_ObjectInstance));
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for(object = 0; object < room->objectGroups[screen][group].objectInstanceCount; object++) {
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DSGM_ObjectInstance *objectInstance = &room->objectGroups[screen][group].objectInstances[object];
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fread(objectInstance, sizeof(DSGM_ObjectInstance), 1, DSGM_save);
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}
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}
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}
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DSGM_Debug("Loaded room\n");
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}
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