- status: open --> closed
- assigned_to: Oliver Gantert
- Group: -->
there are two bugs in loadsave.c, so it is not possible
to load or save a game.
corrected lines of source code in function "tcSaveTheClou" for saving: (compiler VC++ )
/ Speichern von tcMain /
sprintf((char)line, "%s%d%s", MAIN_DATA_NAME, activ, GAME_DATA_EXT);
dskBuildPathName(DATADISK, (ubyte)line, (ubyte)pathname);
dbSaveAllObjects ((char)pathname, DB_tcMain_OFFSET, DB_tcMain_SIZE, 0);
sprintf((char)line, "%s%d%s", MAIN_DATA_NAME, activ, GAME_REL_EXT);
dskBuildPathName(DATADISK, (ubyte)line, (ubyte)pathname);
SaveRelations((char)pathname ,DB_tcMain_OFFSET, DB_tcMain_SIZE, 0);
/ Speichern von tcBuild /
sprintf((char)line, "%s%d%s", BUILD_DATA_NAME, activ, GAME_DATA_EXT);
dskBuildPathName(DATADISK, (ubyte)line, (ubyte)pathname);
dbSaveAllObjects ((char)pathname, (ulong) (DB_tcBuild_OFFSET), (ulong) (DB_tcBuild_SIZE), 0);
sprintf((char)line, "%s%d%s", BUILD_DATA_NAME, activ, GAME_REL_EXT);
dskBuildPathName(DATADISK, (ubyte)line, (ubyte)pathname);
SaveRelations((char)pathname ,(ulong) DB_tcBuild_OFFSET, (ulong) DB_tcBuild_SIZE, 0);
/ Speichern der Story /
sprintf((char)line, "%s%d%s", STORY_DATA_NAME, activ, GAME_DATA_EXT);
dskBuildPathName(DATADISK, (ubyte)line, (ubyte)pathname);
tcSaveChangesInScenes((ubyte)pathname);
corrected lines of source code in function "tcLoadIt" for loading : ( compiler VC++ )
sprintf((char)line, "%s%d%s", MAIN_DATA_NAME, (int)activ, GAME_DATA_EXT);
dskBuildPathName(DATADISK, (ubyte)line, (ubyte)pathname);
if(dbLoadAllObjects ((char)pathname, 0))
{
sprintf((char)line, "%s%d%s", BUILD_DATA_NAME, (int)activ, GAME_DATA_EXT);
dskBuildPathName(DATADISK, (ubyte)line, (ubyte)pathname);
if(dbLoadAllObjects ((char)pathname, 0))
{
sprintf((char)line, "%s%d%s", MAIN_DATA_NAME, (int)activ, GAME_REL_EXT);
dskBuildPathName(DATADISK, (ubyte)line, (ubyte)pathname);
if(LoadRelations ((char)pathname, 0))
{
sprintf((char)line, "%s%d%s", BUILD_DATA_NAME, (int)activ, GAME_REL_EXT);
dskBuildPathName(DATADISK, (ubyte)line, (ubyte)pathname);
if(LoadRelations ((char)pathname, 0))
{
sprintf((char)line, "%s%d%s", STORY_DATA_NAME, (int)activ, GAME_DATA_EXT);
dskBuildPathName(DATADISK, (ubyte)line, (ubyte)pathname);
if(tcLoadChangesInScenes((ubyte)pathname))
loaded = 1;
}
}
}
}