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00012 #include "../stdafx.h"
00013 #include "../story_base.h"
00014
00015 #include "saveload.h"
00016
00018 void AfterLoadStoryBook()
00019 {
00020 if (IsSavegameVersionBefore(185)) {
00021
00022
00023
00024 _story_page_element_pool.CleanPool();
00025 _story_page_pool.CleanPool();
00026 }
00027 }
00028
00029 static const SaveLoad _story_page_elements_desc[] = {
00030 SLE_CONDVAR(StoryPageElement, sort_value, SLE_FILE_U16 | SLE_VAR_U32, 0, 184),
00031 SLE_CONDVAR(StoryPageElement, sort_value, SLE_UINT32, 185, SL_MAX_VERSION),
00032 SLE_VAR(StoryPageElement, page, SLE_UINT16),
00033 SLE_CONDVAR(StoryPageElement, type, SLE_FILE_U16 | SLE_VAR_U8, 0, 184),
00034 SLE_CONDVAR(StoryPageElement, type, SLE_UINT8, 185, SL_MAX_VERSION),
00035 SLE_VAR(StoryPageElement, referenced_id, SLE_UINT32),
00036 SLE_STR(StoryPageElement, text, SLE_STR | SLF_ALLOW_CONTROL, 0),
00037 SLE_END()
00038 };
00039
00040 static void Save_STORY_PAGE_ELEMENT()
00041 {
00042 StoryPageElement *s;
00043 FOR_ALL_STORY_PAGE_ELEMENTS(s) {
00044 SlSetArrayIndex(s->index);
00045 SlObject(s, _story_page_elements_desc);
00046 }
00047 }
00048
00049 static void Load_STORY_PAGE_ELEMENT()
00050 {
00051 int index;
00052 uint32 max_sort_value = 0;
00053 while ((index = SlIterateArray()) != -1) {
00054 StoryPageElement *s = new (index) StoryPageElement();
00055 SlObject(s, _story_page_elements_desc);
00056 if (s->sort_value > max_sort_value) {
00057 max_sort_value = s->sort_value;
00058 }
00059 }
00060
00061
00062
00063 _story_page_element_next_sort_value = max_sort_value + 1;
00064 }
00065
00066 static const SaveLoad _story_pages_desc[] = {
00067 SLE_CONDVAR(StoryPage, sort_value, SLE_FILE_U16 | SLE_VAR_U32, 0, 184),
00068 SLE_CONDVAR(StoryPage, sort_value, SLE_UINT32, 185, SL_MAX_VERSION),
00069 SLE_VAR(StoryPage, date, SLE_UINT32),
00070 SLE_CONDVAR(StoryPage, company, SLE_FILE_U16 | SLE_VAR_U8, 0, 184),
00071 SLE_CONDVAR(StoryPage, company, SLE_UINT8, 185, SL_MAX_VERSION),
00072 SLE_STR(StoryPage, title, SLE_STR | SLF_ALLOW_CONTROL, 0),
00073 SLE_END()
00074 };
00075
00076 static void Save_STORY_PAGE()
00077 {
00078 StoryPage *s;
00079 FOR_ALL_STORY_PAGES(s) {
00080 SlSetArrayIndex(s->index);
00081 SlObject(s, _story_pages_desc);
00082 }
00083 }
00084
00085 static void Load_STORY_PAGE()
00086 {
00087 int index;
00088 uint32 max_sort_value = 0;
00089 while ((index = SlIterateArray()) != -1) {
00090 StoryPage *s = new (index) StoryPage();
00091 SlObject(s, _story_pages_desc);
00092 if (s->sort_value > max_sort_value) {
00093 max_sort_value = s->sort_value;
00094 }
00095 }
00096
00097
00098
00099 _story_page_next_sort_value = max_sort_value + 1;
00100 }
00101
00102 extern const ChunkHandler _story_page_chunk_handlers[] = {
00103 { 'STPE', Save_STORY_PAGE_ELEMENT, Load_STORY_PAGE_ELEMENT, NULL, NULL, CH_ARRAY},
00104 { 'STPA', Save_STORY_PAGE, Load_STORY_PAGE, NULL, NULL, CH_ARRAY | CH_LAST},
00105 };