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authorEugene Sandulenko2010-10-19 21:03:33 +0000
committerEugene Sandulenko2010-10-19 21:03:33 +0000
commit6629efc676ca48e958dcfa0ee4e66e6aba1c6597 (patch)
tree3e76022f90ca9590c1ec376fc436461eaeee11ef /engines/sword25/kernel/persistenceservice.cpp
parentae78107e2a8732977313e208f1d08e65d50ec8e8 (diff)
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SWORD25: Enforced code formatting rules in rest of the engine
svn-id: r53626
Diffstat (limited to 'engines/sword25/kernel/persistenceservice.cpp')
-rw-r--r--engines/sword25/kernel/persistenceservice.cpp387
1 files changed, 169 insertions, 218 deletions
diff --git a/engines/sword25/kernel/persistenceservice.cpp b/engines/sword25/kernel/persistenceservice.cpp
index 79dbcb62e9..b821b91c55 100644
--- a/engines/sword25/kernel/persistenceservice.cpp
+++ b/engines/sword25/kernel/persistenceservice.cpp
@@ -32,10 +32,6 @@
*
*/
-// -----------------------------------------------------------------------------
-// Includes
-// -----------------------------------------------------------------------------
-
#include "common/fs.h"
#include "common/savefile.h"
#include "sword25/kernel/kernel.h"
@@ -52,37 +48,27 @@
#define BS_LOG_PREFIX "PERSISTENCESERVICE"
-// -----------------------------------------------------------------------------
-// Constants and utility functions
-// -----------------------------------------------------------------------------
-
namespace Sword25 {
-const char *SAVEGAME_EXTENSION = ".b25s";
-const char *SAVEGAME_DIRECTORY = "saves";
-const char *FILE_MARKER = "BS25SAVEGAME";
+const char *SAVEGAME_EXTENSION = ".b25s";
+const char *SAVEGAME_DIRECTORY = "saves";
+const char *FILE_MARKER = "BS25SAVEGAME";
const uint SLOT_COUNT = 18;
const uint FILE_COPY_BUFFER_SIZE = 1024 * 10;
const char *VERSIONID = "SCUMMVM1";
-// -------------------------------------------------------------------------
-
-Common::String GenerateSavegameFilename(uint slotID) {
+Common::String generateSavegameFilename(uint slotID) {
char buffer[10];
sprintf(buffer, "%d%s", slotID, SAVEGAME_EXTENSION);
return Common::String(buffer);
}
-// -------------------------------------------------------------------------
-
-Common::String GenerateSavegamePath(uint SlotID) {
- Common::FSNode folder(PersistenceService::GetSavegameDirectory());
+Common::String generateSavegamePath(uint slotID) {
+ Common::FSNode folder(PersistenceService::getSavegameDirectory());
- return folder.getChild(GenerateSavegameFilename(SlotID)).getPath();
+ return folder.getChild(generateSavegameFilename(slotID)).getPath();
}
-// -------------------------------------------------------------------------
-
-Common::String FormatTimestamp(TimeDate Time) {
+Common::String formatTimestamp(TimeDate time) {
// In the original BS2.5 engine, this used a local object to show the date/time as as a string.
// For now in ScummVM it's being hardcoded to 'dd-MON-yyyy hh:mm:ss'
Common::String monthList[12] = {
@@ -90,157 +76,132 @@ Common::String FormatTimestamp(TimeDate Time) {
};
char buffer[100];
snprintf(buffer, 100, "%.2d-%s-%.4d %.2d:%.2d:%.2d",
- Time.tm_mday, monthList[Time.tm_mon].c_str(), 1900 + Time.tm_year,
- Time.tm_hour, Time.tm_min, Time.tm_sec
+ time.tm_mday, monthList[time.tm_mon].c_str(), 1900 + time.tm_year,
+ time.tm_hour, time.tm_min, time.tm_sec
);
return Common::String(buffer);
}
-// -------------------------------------------------------------------------
-
-Common::String LoadString(Common::InSaveFile *In, uint MaxSize = 999) {
- Common::String Result;
+Common::String loadString(Common::InSaveFile *in, uint maxSize = 999) {
+ Common::String result;
- char ch = (char)In->readByte();
+ char ch = (char)in->readByte();
while ((ch != '\0') && (ch != ' ')) {
- Result += ch;
- if (Result.size() >= MaxSize) break;
- ch = (char)In->readByte();
+ result += ch;
+ if (result.size() >= maxSize)
+ break;
+ ch = (char)in->readByte();
}
- return Result;
+ return result;
}
}
namespace Sword25 {
-// -----------------------------------------------------------------------------
-// Private Implementation
-// -----------------------------------------------------------------------------
-
struct SavegameInformation {
- bool IsOccupied;
- bool IsCompatible;
- Common::String Description;
- Common::String Filename;
- uint GamedataLength;
- uint GamedataOffset;
- uint GamedataUncompressedLength;
+ bool isOccupied;
+ bool isCompatible;
+ Common::String description;
+ Common::String filename;
+ uint gamedataLength;
+ uint gamedataOffset;
+ uint gamedataUncompressedLength;
SavegameInformation() {
- Clear();
+ clear();
}
- void Clear() {
- IsOccupied = false;
- IsCompatible = false;
- Description = "";
- Filename = "";
- GamedataLength = 0;
- GamedataOffset = 0;
- GamedataUncompressedLength = 0;
+ void clear() {
+ isOccupied = false;
+ isCompatible = false;
+ description = "";
+ filename = "";
+ gamedataLength = 0;
+ gamedataOffset = 0;
+ gamedataUncompressedLength = 0;
}
};
struct PersistenceService::Impl {
- SavegameInformation m_SavegameInformations[SLOT_COUNT];
-
- // -----------------------------------------------------------------------------
+ SavegameInformation _savegameInformations[SLOT_COUNT];
Impl() {
- ReloadSlots();
+ reloadSlots();
}
- // -----------------------------------------------------------------------------
-
- void ReloadSlots() {
+ void reloadSlots() {
// Über alle Spielstanddateien iterieren und deren Infos einlesen.
for (uint i = 0; i < SLOT_COUNT; ++i) {
- ReadSlotSavegameInformation(i);
+ readSlotSavegameInformation(i);
}
}
- void ReadSlotSavegameInformation(uint SlotID) {
+ void readSlotSavegameInformation(uint slotID) {
// Aktuelle Slotinformationen in den Ausgangszustand versetzen, er wird im Folgenden neu gefüllt.
- SavegameInformation &CurSavegameInfo = m_SavegameInformations[SlotID];
- CurSavegameInfo.Clear();
+ SavegameInformation &curSavegameInfo = _savegameInformations[slotID];
+ curSavegameInfo.clear();
// Den Dateinamen für den Spielstand des Slots generieren.
- Common::String Filename = GenerateSavegameFilename(SlotID);
+ Common::String filename = generateSavegameFilename(slotID);
// Try to open the savegame for loading
Common::SaveFileManager *sfm = g_system->getSavefileManager();
- Common::InSaveFile *File = sfm->openForLoading(Filename);
+ Common::InSaveFile *file = sfm->openForLoading(filename);
- if (File) {
+ if (file) {
// Read in the header
- Common::String StoredMarker = LoadString(File);
- Common::String StoredVersionID = LoadString(File);
- Common::String gameDataLength = LoadString(File);
- CurSavegameInfo.GamedataLength = atoi(gameDataLength.c_str());
- Common::String gamedataUncompressedLength = LoadString(File);
- CurSavegameInfo.GamedataUncompressedLength = atoi(gamedataUncompressedLength.c_str());
+ Common::String storedMarker = loadString(file);
+ Common::String storedVersionID = loadString(file);
+ Common::String gameDataLength = loadString(file);
+ curSavegameInfo.gamedataLength = atoi(gameDataLength.c_str());
+ Common::String gamedataUncompressedLength = loadString(file);
+ curSavegameInfo.gamedataUncompressedLength = atoi(gamedataUncompressedLength.c_str());
// If the header can be read in and is detected to be valid, we will have a valid file
- if (StoredMarker == FILE_MARKER) {
+ if (storedMarker == FILE_MARKER) {
// Der Slot wird als belegt markiert.
- CurSavegameInfo.IsOccupied = true;
+ curSavegameInfo.isOccupied = true;
// Speichern, ob der Spielstand kompatibel mit der aktuellen Engine-Version ist.
- CurSavegameInfo.IsCompatible = (StoredVersionID == Common::String(VERSIONID));
+ curSavegameInfo.isCompatible = (storedVersionID == Common::String(VERSIONID));
// Dateinamen des Spielstandes speichern.
- CurSavegameInfo.Filename = GenerateSavegameFilename(SlotID);
+ curSavegameInfo.filename = generateSavegameFilename(slotID);
// Die Beschreibung des Spielstandes besteht aus einer textuellen Darstellung des Änderungsdatums der Spielstanddatei.
- CurSavegameInfo.Description = FormatTimestamp(FileSystemUtil::GetInstance().GetFileTime(Filename));
+ curSavegameInfo.description = formatTimestamp(FileSystemUtil::getInstance().getFileTime(filename));
// Den Offset zu den gespeicherten Spieldaten innerhalb der Datei speichern.
// Dieses entspricht der aktuellen Position, da nach der letzten Headerinformation noch ein Leerzeichen als trenner folgt.
- CurSavegameInfo.GamedataOffset = static_cast<uint>(File->pos());
+ curSavegameInfo.gamedataOffset = static_cast<uint>(file->pos());
}
- delete File;
+ delete file;
}
}
};
-// -----------------------------------------------------------------------------
-// Construction / Destruction
-// -----------------------------------------------------------------------------
-
-PersistenceService &PersistenceService::GetInstance() {
- static PersistenceService Instance;
- return Instance;
+PersistenceService &PersistenceService::getInstance() {
+ static PersistenceService instance;
+ return instance;
}
-// -----------------------------------------------------------------------------
-
-PersistenceService::PersistenceService() : m_impl(new Impl) {
+PersistenceService::PersistenceService() : _impl(new Impl) {
}
-// -----------------------------------------------------------------------------
-
PersistenceService::~PersistenceService() {
- delete m_impl;
+ delete _impl;
}
-// -----------------------------------------------------------------------------
-// Implementation
-// -----------------------------------------------------------------------------
-
-void PersistenceService::ReloadSlots() {
- m_impl->ReloadSlots();
+void PersistenceService::reloadSlots() {
+ _impl->reloadSlots();
}
-// -----------------------------------------------------------------------------
-
-uint PersistenceService::GetSlotCount() {
+uint PersistenceService::getSlotCount() {
return SLOT_COUNT;
}
-// -----------------------------------------------------------------------------
-
-Common::String PersistenceService::GetSavegameDirectory() {
- Common::FSNode node(FileSystemUtil::GetInstance().GetUserdataDirectory());
+Common::String PersistenceService::getSavegameDirectory() {
+ Common::FSNode node(FileSystemUtil::getInstance().getUserdataDirectory());
Common::FSNode childNode = node.getChild(SAVEGAME_DIRECTORY);
// Try and return the path using the savegame subfolder. But if doesn't exist, fall back on the data directory
@@ -250,13 +211,11 @@ Common::String PersistenceService::GetSavegameDirectory() {
return node.getPath();
}
-// -----------------------------------------------------------------------------
-
namespace {
-bool CheckSlotID(uint SlotID) {
+bool checkslotID(uint slotID) {
// Überprüfen, ob die Slot-ID zulässig ist.
- if (SlotID >= SLOT_COUNT) {
- BS_LOG_ERRORLN("Tried to access an invalid slot (%d). Only slot ids from 0 to %d are allowed.", SlotID, SLOT_COUNT - 1);
+ if (slotID >= SLOT_COUNT) {
+ BS_LOG_ERRORLN("Tried to access an invalid slot (%d). Only slot ids from 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
return false;
} else {
return true;
@@ -264,142 +223,134 @@ bool CheckSlotID(uint SlotID) {
}
}
-// -----------------------------------------------------------------------------
-
-bool PersistenceService::IsSlotOccupied(uint SlotID) {
- if (!CheckSlotID(SlotID)) return false;
- return m_impl->m_SavegameInformations[SlotID].IsOccupied;
+bool PersistenceService::isSlotOccupied(uint slotID) {
+ if (!checkslotID(slotID))
+ return false;
+ return _impl->_savegameInformations[slotID].isOccupied;
}
-// -----------------------------------------------------------------------------
-
-bool PersistenceService::IsSavegameCompatible(uint SlotID) {
- if (!CheckSlotID(SlotID)) return false;
- return m_impl->m_SavegameInformations[SlotID].IsCompatible;
+bool PersistenceService::isSavegameCompatible(uint slotID) {
+ if (!checkslotID(slotID))
+ return false;
+ return _impl->_savegameInformations[slotID].isCompatible;
}
-// -----------------------------------------------------------------------------
-
-Common::String &PersistenceService::GetSavegameDescription(uint SlotID) {
- static Common::String EmptyString;
- if (!CheckSlotID(SlotID)) return EmptyString;
- return m_impl->m_SavegameInformations[SlotID].Description;
+Common::String &PersistenceService::getSavegameDescription(uint slotID) {
+ static Common::String emptyString;
+ if (!checkslotID(slotID))
+ return emptyString;
+ return _impl->_savegameInformations[slotID].description;
}
-// -----------------------------------------------------------------------------
-
-Common::String &PersistenceService::GetSavegameFilename(uint SlotID) {
- static Common::String EmptyString;
- if (!CheckSlotID(SlotID)) return EmptyString;
- return m_impl->m_SavegameInformations[SlotID].Filename;
+Common::String &PersistenceService::getSavegameFilename(uint slotID) {
+ static Common::String emptyString;
+ if (!checkslotID(slotID))
+ return emptyString;
+ return _impl->_savegameInformations[slotID].filename;
}
-// -----------------------------------------------------------------------------
-
-bool PersistenceService::SaveGame(uint SlotID, const Common::String &ScreenshotFilename) {
+bool PersistenceService::saveGame(uint slotID, const Common::String &screenshotFilename) {
// Überprüfen, ob die Slot-ID zulässig ist.
- if (SlotID >= SLOT_COUNT) {
- BS_LOG_ERRORLN("Tried to save to an invalid slot (%d). Only slot ids form 0 to %d are allowed.", SlotID, SLOT_COUNT - 1);
+ if (slotID >= SLOT_COUNT) {
+ BS_LOG_ERRORLN("Tried to save to an invalid slot (%d). Only slot ids form 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
return false;
}
// Dateinamen erzeugen.
- Common::String Filename = GenerateSavegameFilename(SlotID);
+ Common::String filename = generateSavegameFilename(slotID);
// Sicherstellen, dass das Verzeichnis für die Spielstanddateien existiert.
- FileSystemUtil::GetInstance().CreateDirectory(GetSavegameDirectory());
+ FileSystemUtil::getInstance().createDirectory(getSavegameDirectory());
// Spielstanddatei öffnen und die Headerdaten schreiben.
Common::SaveFileManager *sfm = g_system->getSavefileManager();
- Common::OutSaveFile *File = sfm->openForSaving(Filename);
+ Common::OutSaveFile *file = sfm->openForSaving(filename);
- File->writeString(FILE_MARKER);
- File->writeByte(' ');
- File->writeString(VERSIONID);
- File->writeByte(' ');
+ file->writeString(FILE_MARKER);
+ file->writeByte(' ');
+ file->writeString(VERSIONID);
+ file->writeByte(' ');
- if (File->err()) {
- error("Unable to write header data to savegame file \"%s\".", Filename.c_str());
+ if (file->err()) {
+ error("Unable to write header data to savegame file \"%s\".", filename.c_str());
}
// Alle notwendigen Module persistieren.
- OutputPersistenceBlock Writer;
- bool Success = true;
- Success &= Kernel::GetInstance()->GetScript()->persist(Writer);
- Success &= RegionRegistry::instance().persist(Writer);
- Success &= Kernel::GetInstance()->GetGfx()->persist(Writer);
- Success &= Kernel::GetInstance()->GetSfx()->persist(Writer);
- Success &= Kernel::GetInstance()->GetInput()->persist(Writer);
- if (!Success) {
- error("Unable to persist modules for savegame file \"%s\".", Filename.c_str());
+ OutputPersistenceBlock writer;
+ bool success = true;
+ success &= Kernel::getInstance()->getScript()->persist(writer);
+ success &= RegionRegistry::instance().persist(writer);
+ success &= Kernel::getInstance()->getGfx()->persist(writer);
+ success &= Kernel::getInstance()->getSfx()->persist(writer);
+ success &= Kernel::getInstance()->getInput()->persist(writer);
+ if (!success) {
+ error("Unable to persist modules for savegame file \"%s\".", filename.c_str());
}
// Daten komprimieren.
- uLongf CompressedLength = Writer.GetDataSize() + (Writer.GetDataSize() + 500) / 1000 + 12;
- Bytef *CompressionBuffer = new Bytef[CompressedLength];
+ uLongf compressedLength = writer.getDataSize() + (writer.getDataSize() + 500) / 1000 + 12;
+ Bytef *compressionBuffer = new Bytef[compressedLength];
- if (compress2(&CompressionBuffer[0], &CompressedLength, reinterpret_cast<const Bytef *>(Writer.GetData()), Writer.GetDataSize(), 6) != Z_OK) {
- error("Unable to compress savegame data in savegame file \"%s\".", Filename.c_str());
+ if (compress2(&compressionBuffer[0], &compressedLength, reinterpret_cast<const Bytef *>(writer.getData()), writer.getDataSize(), 6) != Z_OK) {
+ error("Unable to compress savegame data in savegame file \"%s\".", filename.c_str());
}
// Länge der komprimierten Daten und der unkomprimierten Daten in die Datei schreiben.
char sBuffer[10];
- snprintf(sBuffer, 10, "%ld", CompressedLength);
- File->writeString(sBuffer);
- File->writeByte(' ');
- snprintf(sBuffer, 10, "%u", Writer.GetDataSize());
- File->writeString(sBuffer);
- File->writeByte(' ');
+ snprintf(sBuffer, 10, "%ld", compressedLength);
+ file->writeString(sBuffer);
+ file->writeByte(' ');
+ snprintf(sBuffer, 10, "%u", writer.getDataSize());
+ file->writeString(sBuffer);
+ file->writeByte(' ');
// Komprimierte Daten in die Datei schreiben.
- File->write(reinterpret_cast<char *>(&CompressionBuffer[0]), CompressedLength);
- if (File->err()) {
- error("Unable to write game data to savegame file \"%s\".", Filename.c_str());
+ file->write(reinterpret_cast<char *>(&compressionBuffer[0]), compressedLength);
+ if (file->err()) {
+ error("Unable to write game data to savegame file \"%s\".", filename.c_str());
}
// Get the screenshot
- Common::MemoryReadStream *thumbnail = Kernel::GetInstance()->GetGfx()->getThumbnail();
+ Common::MemoryReadStream *thumbnail = Kernel::getInstance()->getGfx()->getThumbnail();
if (thumbnail) {
- byte *Buffer = new Byte[FILE_COPY_BUFFER_SIZE];
+ byte *buffer = new Byte[FILE_COPY_BUFFER_SIZE];
while (!thumbnail->eos()) {
- int bytesRead = thumbnail->read(&Buffer[0], FILE_COPY_BUFFER_SIZE);
- File->write(&Buffer[0], bytesRead);
+ int bytesRead = thumbnail->read(&buffer[0], FILE_COPY_BUFFER_SIZE);
+ file->write(&buffer[0], bytesRead);
}
- delete[] Buffer;
+ delete[] buffer;
} else {
- BS_LOG_WARNINGLN("The screenshot file \"%s\" does not exist. Savegame is written without a screenshot.", Filename.c_str());
+ BS_LOG_WARNINGLN("The screenshot file \"%s\" does not exist. Savegame is written without a screenshot.", filename.c_str());
}
// Savegameinformationen für diesen Slot aktualisieren.
- m_impl->ReadSlotSavegameInformation(SlotID);
+ _impl->readSlotSavegameInformation(slotID);
- File->finalize();
- delete File;
- delete[] CompressionBuffer;
+ file->finalize();
+ delete file;
+ delete[] compressionBuffer;
// Erfolg signalisieren.
return true;
}
-// -----------------------------------------------------------------------------
-
-bool PersistenceService::LoadGame(uint SlotID) {
+bool PersistenceService::loadGame(uint slotID) {
Common::SaveFileManager *sfm = g_system->getSavefileManager();
- Common::InSaveFile *File;
+ Common::InSaveFile *file;
// Überprüfen, ob die Slot-ID zulässig ist.
- if (SlotID >= SLOT_COUNT) {
- BS_LOG_ERRORLN("Tried to load from an invalid slot (%d). Only slot ids form 0 to %d are allowed.", SlotID, SLOT_COUNT - 1);
+ if (slotID >= SLOT_COUNT) {
+ BS_LOG_ERRORLN("Tried to load from an invalid slot (%d). Only slot ids form 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
return false;
}
- SavegameInformation &CurSavegameInfo = m_impl->m_SavegameInformations[SlotID];
+ SavegameInformation &curSavegameInfo = _impl->_savegameInformations[slotID];
// Überprüfen, ob der Slot belegt ist.
- if (!CurSavegameInfo.IsOccupied) {
- BS_LOG_ERRORLN("Tried to load from an empty slot (%d).", SlotID);
+ if (!curSavegameInfo.isOccupied) {
+ BS_LOG_ERRORLN("Tried to load from an empty slot (%d).", slotID);
return false;
}
@@ -407,54 +358,54 @@ bool PersistenceService::LoadGame(uint SlotID) {
// Im Debug-Modus wird dieser Test übersprungen. Für das Testen ist es hinderlich auf die Einhaltung dieser strengen Bedingung zu bestehen,
// da sich die Versions-ID bei jeder Codeänderung mitändert.
#ifndef DEBUG
- if (!CurSavegameInfo.IsCompatible) {
- BS_LOG_ERRORLN("Tried to load a savegame (%d) that is not compatible with this engine version.", SlotID);
+ if (!curSavegameInfo.isCompatible) {
+ BS_LOG_ERRORLN("Tried to load a savegame (%d) that is not compatible with this engine version.", slotID);
return false;
}
#endif
- byte *CompressedDataBuffer = new byte[CurSavegameInfo.GamedataLength];
- byte *UncompressedDataBuffer = new Bytef[CurSavegameInfo.GamedataUncompressedLength];
+ byte *compressedDataBuffer = new byte[curSavegameInfo.gamedataLength];
+ byte *uncompressedDataBuffer = new Bytef[curSavegameInfo.gamedataUncompressedLength];
- File = sfm->openForLoading(GenerateSavegameFilename(SlotID));
+ file = sfm->openForLoading(generateSavegameFilename(slotID));
- File->seek(CurSavegameInfo.GamedataOffset);
- File->read(reinterpret_cast<char *>(&CompressedDataBuffer[0]), CurSavegameInfo.GamedataLength);
- if (File->err()) {
- BS_LOG_ERRORLN("Unable to load the gamedata from the savegame file \"%s\".", CurSavegameInfo.Filename.c_str());
- delete[] CompressedDataBuffer;
- delete[] UncompressedDataBuffer;
+ file->seek(curSavegameInfo.gamedataOffset);
+ file->read(reinterpret_cast<char *>(&compressedDataBuffer[0]), curSavegameInfo.gamedataLength);
+ if (file->err()) {
+ BS_LOG_ERRORLN("Unable to load the gamedata from the savegame file \"%s\".", curSavegameInfo.filename.c_str());
+ delete[] compressedDataBuffer;
+ delete[] uncompressedDataBuffer;
return false;
}
// Spieldaten dekomprimieren.
- uLongf UncompressedBufferSize = CurSavegameInfo.GamedataUncompressedLength;
- if (uncompress(reinterpret_cast<Bytef *>(&UncompressedDataBuffer[0]), &UncompressedBufferSize,
- reinterpret_cast<Bytef *>(&CompressedDataBuffer[0]), CurSavegameInfo.GamedataLength) != Z_OK) {
- BS_LOG_ERRORLN("Unable to decompress the gamedata from savegame file \"%s\".", CurSavegameInfo.Filename.c_str());
- delete[] UncompressedDataBuffer;
- delete[] CompressedDataBuffer;
- delete File;
+ uLongf uncompressedBufferSize = curSavegameInfo.gamedataUncompressedLength;
+ if (uncompress(reinterpret_cast<Bytef *>(&uncompressedDataBuffer[0]), &uncompressedBufferSize,
+ reinterpret_cast<Bytef *>(&compressedDataBuffer[0]), curSavegameInfo.gamedataLength) != Z_OK) {
+ BS_LOG_ERRORLN("Unable to decompress the gamedata from savegame file \"%s\".", curSavegameInfo.filename.c_str());
+ delete[] uncompressedDataBuffer;
+ delete[] compressedDataBuffer;
+ delete file;
return false;
}
- InputPersistenceBlock Reader(&UncompressedDataBuffer[0], CurSavegameInfo.GamedataUncompressedLength);
+ InputPersistenceBlock reader(&uncompressedDataBuffer[0], curSavegameInfo.gamedataUncompressedLength);
// Einzelne Engine-Module depersistieren.
- bool Success = true;
- Success &= Kernel::GetInstance()->GetScript()->unpersist(Reader);
+ bool success = true;
+ success &= Kernel::getInstance()->getScript()->unpersist(reader);
// Muss unbedingt nach Script passieren. Da sonst die bereits wiederhergestellten Regions per Garbage-Collection gekillt werden.
- Success &= RegionRegistry::instance().unpersist(Reader);
- Success &= Kernel::GetInstance()->GetGfx()->unpersist(Reader);
- Success &= Kernel::GetInstance()->GetSfx()->unpersist(Reader);
- Success &= Kernel::GetInstance()->GetInput()->unpersist(Reader);
+ success &= RegionRegistry::instance().unpersist(reader);
+ success &= Kernel::getInstance()->getGfx()->unpersist(reader);
+ success &= Kernel::getInstance()->getSfx()->unpersist(reader);
+ success &= Kernel::getInstance()->getInput()->unpersist(reader);
- delete[] CompressedDataBuffer;
- delete[] UncompressedDataBuffer;
- delete File;
+ delete[] compressedDataBuffer;
+ delete[] uncompressedDataBuffer;
+ delete file;
- if (!Success) {
- BS_LOG_ERRORLN("Unable to unpersist the gamedata from savegame file \"%s\".", CurSavegameInfo.Filename.c_str());
+ if (!success) {
+ BS_LOG_ERRORLN("Unable to unpersist the gamedata from savegame file \"%s\".", curSavegameInfo.filename.c_str());
return false;
}