[Scummvm-cvs-logs] CVS: scummvm/sword2 save_rest.cpp,1.53,1.54 sword2.h,1.58,1.59

Torbj?rn Andersson eriktorbjorn at users.sourceforge.net
Mon Apr 26 00:38:05 CEST 2004


Update of /cvsroot/scummvm/scummvm/sword2
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv7175

Modified Files:
	save_rest.cpp sword2.h 
Log Message:
Cleanup. Mostly removal of redundant comments.

I've also made the SaveGameHeader struct packed, which may break savegame
compatibility on some architectures (though not on the Linux and Windows
boxes I've tried it on). But I'm hoping it will guarantee, or at least make
it more likely, that savegames will be portable across architectures.


Index: save_rest.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/save_rest.cpp,v
retrieving revision 1.53
retrieving revision 1.54
diff -u -d -r1.53 -r1.54
--- save_rest.cpp	23 Apr 2004 07:02:06 -0000	1.53
+++ save_rest.cpp	26 Apr 2004 07:37:25 -0000	1.54
@@ -35,18 +35,16 @@
 
 namespace Sword2 {
 
-// max length of a savegame filename, including full path
-#define	MAX_FILENAME_LEN 128
+// A savegame consists of a header and the global variables
 
-// savegame consists of header & global variables resource
+// Max length of a savegame filename, including full path
+#define	MAX_FILENAME_LEN 128
 
 #ifdef SCUMM_BIG_ENDIAN
 // Quick macro to make swapping in-place easier to write
 #define SWAP32(x)	x = SWAP_BYTES_32(x)
 
 static void convertHeaderEndian(Sword2Engine::SaveGameHeader &header) {
-	int i;
-	
 	// SaveGameHeader
 	SWAP32(header.checksum);
 	SWAP32(header.varLength);
@@ -59,7 +57,7 @@
 	// ObjectHub
 	SWAP32(header.player_hub.type);
 	SWAP32(header.player_hub.logic_level);
-	for (i = 0; i < TREE_SIZE; i++) {
+	for (int i = 0; i < TREE_SIZE; i++) {
 		SWAP32(header.player_hub.logic[i]);
 		SWAP32(header.player_hub.script_id[i]);
 		SWAP32(header.player_hub.script_pc[i]);
@@ -86,88 +84,56 @@
 }
 #endif
 
-// SAVE GAME
+/**
+ * Save the game.
+ */
 
 uint32 Sword2Engine::saveGame(uint16 slotNo, byte *desc) {
-	byte *saveBufferMem;
-	uint32 bufferSize;
-	uint32 errorCode;
-
-	// allocate the savegame buffer
-
-	bufferSize = findBufferSize();
-	saveBufferMem = (byte *) malloc(bufferSize);
+	uint32 bufferSize = findBufferSize();
+	byte *saveBufferMem = (byte *) malloc(bufferSize);
 
 	fillSaveBuffer(saveBufferMem, bufferSize, desc);
 
-	// save it (hopefully no longer platform-specific)
-
-	// save the buffer
-	errorCode = saveData(slotNo, saveBufferMem, bufferSize);
-
-	// free the buffer
+	uint32 errorCode = saveData(slotNo, saveBufferMem, bufferSize);
 
 	free(saveBufferMem);
-
 	return errorCode;
 }
 
-// calculate size of required savegame buffer
+/**
+ * Calculate size of required savegame buffer
+ */
 
 uint32 Sword2Engine::findBufferSize(void) {
-	// size of savegame header + size of global variables
+	// Size of savegame header + size of global variables
 	return sizeof(_saveGameHeader) + _resman->fetchLen(1);
 }
 
 void Sword2Engine::fillSaveBuffer(byte *buffer, uint32 size, byte *desc) {
-	byte *varsRes;
-
-	// set up the _saveGameHeader
-
-	// 'checksum' gets filled in last of all
+	// Set up the _saveGameHeader. Checksum gets filled in last of all.
 
-	// player's description of savegame
 	strcpy(_saveGameHeader.description, (char *) desc);
-
-	// length of global variables resource
 	_saveGameHeader.varLength = _resman->fetchLen(1);
-
-	// resource id of current screen file
 	_saveGameHeader.screenId = _thisScreen.background_layer_id;
-
-	// resource id of current run-list
 	_saveGameHeader.runListId = _logic->getRunList();
-
-	// those scroll position control things
 	_saveGameHeader.feet_x = _thisScreen.feet_x;
 	_saveGameHeader.feet_y	= _thisScreen.feet_y;
-
-	// id of currently looping music (or zero)
 	_saveGameHeader.music_id = _loopingMusicId;
 
-	// object hub
 	memcpy(&_saveGameHeader.player_hub, _resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), sizeof(ObjectHub));
+
 	_resman->closeResource(CUR_PLAYER_ID);
 
-	// logic, graphic & mega structures
-	// copy the 4 essential player object structures into the header
+	// Get the logic, graphic and mega structures
 	getPlayerStructures();
 
-	// copy the header to the buffer
-
 #ifdef SCUMM_BIG_ENDIAN
 	convertHeaderEndian(_saveGameHeader);
 #endif
 
-	// copy the header to the savegame buffer
-	memcpy(buffer, &_saveGameHeader, sizeof(_saveGameHeader));
-
-	// copy the global variables to the buffer
-
-	// open variables resource
-	varsRes = _resman->openResource(1);
+	// Get the global variables
 
-	// copy that to the buffer, following the header
+	byte *varsRes = _resman->openResource(1);
 	memcpy(buffer + sizeof(_saveGameHeader), varsRes, FROM_LE_32(_saveGameHeader.varLength));
 
 #ifdef SCUMM_BIG_ENDIAN
@@ -178,74 +144,61 @@
 		globalVars[i] = SWAP_BYTES_32(globalVars[i]);
 #endif
 
-	// close variables resource
  	_resman->closeResource(1);
 
-	// set the checksum & copy that to the buffer
+	// Finally, get the checksum
 
 	_saveGameHeader.checksum = TO_LE_32(calcChecksum(buffer + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum)));
- 	memcpy(buffer, &_saveGameHeader.checksum, sizeof(_saveGameHeader.checksum));
+
+
+	// All done
+
+	memcpy(buffer, &_saveGameHeader, sizeof(_saveGameHeader));
 }
 
 uint32 Sword2Engine::saveData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
 	char saveFileName[MAX_FILENAME_LEN];
-	uint32 itemsWritten;
-	SaveFile *out;
-	SaveFileManager *mgr = _system->get_savefile_manager();
 
-	// construct filename
 	sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
-	
+
+	SaveFileManager *mgr = _system->get_savefile_manager();
+	SaveFile *out;
+
 	if (!(out = mgr->open_savefile(saveFileName, getSavePath(), true))) {
-		// error: couldn't open file
 		delete mgr;
 		return SR_ERR_FILEOPEN;
 	}
 
-	// write the buffer
-	itemsWritten = out->write(buffer, bufferSize);
+	uint32 itemsWritten = out->write(buffer, bufferSize);
 
 	delete out;
 	delete mgr;
 
-	// if we successfully wrote it all, then everything's ok
 	if (itemsWritten == bufferSize)
 		return SR_OK;
 
-	// write failed for some reason (could be hard drive full)
 	return SR_ERR_WRITEFAIL;
 }
 
-// RESTORE GAME
+/**
+ * Restore the game.
+ */
 
 uint32 Sword2Engine::restoreGame(uint16 slotNo) {
-	byte *saveBufferMem;
-	uint32 bufferSize;
-	uint32 errorCode;
-
-	// allocate the savegame buffer
-
-	bufferSize = findBufferSize();
-	saveBufferMem = (byte *) malloc(bufferSize);
-
-	// read the savegame file into our buffer
+	uint32 bufferSize = findBufferSize();
+	byte *saveBufferMem = (byte *) malloc(bufferSize);
 
-	// load savegame into buffer
-	errorCode = restoreData(slotNo, saveBufferMem, bufferSize);
+	uint32 errorCode = restoreData(slotNo, saveBufferMem, bufferSize);
 
-	// if it was read in successfully, then restore the game from the
-	// buffer & free the buffer
+	// If it was read in successfully, then restore the game from the
+	// buffer & free the buffer. Note that restoreFromBuffer() frees the
+	// buffer in order to clear it from memory before loading in the new
+	// screen and runlist, so we only need to free it in case of failure.
 
-	if (errorCode == SR_OK)	{
+	if (errorCode == SR_OK)
 		errorCode = restoreFromBuffer(saveBufferMem, bufferSize);
-
-		// Note that the buffer has been freed inside
-		// restoreFromBuffer, in order to clear it from memory before
-		// loading in the new screen & runlist
-	} else {
-		// because restoreFromBuffer would have freed it
+	else
 		free(saveBufferMem);
-	}
 
 	// Force the game engine to pick a cursor. This appears to be needed
 	// when using the -x command-line option to restore a game.
@@ -255,51 +208,38 @@
 
 uint32 Sword2Engine::restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
 	char saveFileName[MAX_FILENAME_LEN];
-	SaveFile *in;
-	SaveFileManager *mgr = _system->get_savefile_manager();
- 	uint32 itemsRead;
 
-	// construct filename
 	sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
 
+	SaveFileManager *mgr = _system->get_savefile_manager();
+	SaveFile *in;
+
 	if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
 		// error: couldn't open file
 		delete mgr;
 		return SR_ERR_FILEOPEN;
 	}
 
-	// read savegame into the buffer
-	itemsRead = in->read(buffer, bufferSize);
+	// Read savegame into the buffer
+	uint32 itemsRead = in->read(buffer, bufferSize);
 
-	if (itemsRead == bufferSize) {
-		// We successfully read it all
-		delete in;
-		delete mgr;
-		return SR_OK;
-	} else {
-		// We didn't get all of it.
+	delete in;
+	delete mgr;
 
-/*
-		// There is no ioFailed() function in SaveFile yet, I think.
-		if (in->ioFailed()) {
-			delete in;
-			delete mgr;
-			return SR_ERR_READFAIL;
-		}
-*/
+	if (itemsRead != bufferSize) {
+		// We didn't get all of it. At the moment we have no way of
+		// knowing why, so assume that it's an incompatible savegame.
 
 		delete in;
 		delete mgr;
-		// error: incompatible save-data - can't use!
 		return SR_ERR_INCOMPATIBLE;
 	}
+
+	return SR_OK;
 }
 
 uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
-	byte *varsRes;
-	int32 pars[2];
-
-	// get a copy of the header from the savegame buffer
+	// Get a copy of the header from the savegame buffer
 	memcpy(&_saveGameHeader, buffer, sizeof(_saveGameHeader));
 
 #ifdef SCUMM_BIG_ENDIAN
@@ -310,51 +250,40 @@
 
 	if (_saveGameHeader.checksum != calcChecksum(buffer + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum))) {
 		free(buffer);
-
-		// error: incompatible save-data - can't use!
 		return SR_ERR_INCOMPATIBLE;
 	}
 
-	// check savegame against length of current global variables resource
+	// Check savegame against length of current global variables resource
 	// This would most probably be trapped by the checksum test anyway,
-	// but it doesn't do any harm to check this as well
+	// but it doesn't do any harm to check this as well.
 
-	// Note that during development, earlier savegames will often be
-	// shorter than the current expected length
+	// Historical note: During development, earlier savegames would often
+	// be shorter than the current expected length.
 
-	// if header contradicts actual current size of global variables
 	if (_saveGameHeader.varLength != _resman->fetchLen(1)) {
 		free(buffer);
-
-		// error: incompatible save-data - can't use!
 		return SR_ERR_INCOMPATIBLE;
 	}
 
-	// clean out system
+	// Clean out system
 
-	// trash all resources from memory except player object & global
-	// variables
+	// Trash all resources from memory except player object & global vars
 	_resman->killAll(false);
 
-	// clean out the system kill list (no more objects to kill)
+	// Clean out the system kill list (no more objects to kill)
 	_logic->resetKillList();
 	
-	// get player character data from savegame buffer
-
-	// object hub is just after the standard header 
+	// Object hub is just after the standard header 
 	memcpy(_resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), &_saveGameHeader.player_hub, sizeof(ObjectHub));
 
 	_resman->closeResource(CUR_PLAYER_ID);
 
-	// fill in the 4 essential player object structures from the header
+	// Fill in the player object structures from the header
 	putPlayerStructures();
 
-	// get variables resource from the savegame buffer	
-
-	// open variables resource
-	varsRes = _resman->openResource(1);
+	// Copy variables from savegame buffer to memory
+	byte *varsRes = _resman->openResource(1);
 
-	// copy that to the buffer, following the header
 	memcpy(varsRes, buffer + sizeof(_saveGameHeader), _saveGameHeader.varLength);
 
 #ifdef SCUMM_BIG_ENDIAN
@@ -365,13 +294,14 @@
 		globalVars[i] = SWAP_BYTES_32(globalVars[i]);
 #endif
 
-	// close variables resource
  	_resman->closeResource(1);
 
-	// free it now, rather than in RestoreGame, to unblock memory before
+	// Free it now, rather than in RestoreGame, to unblock memory before
 	// new screen & runlist loaded
 	free(buffer);
 
+	int32 pars[2];
+
 	pars[0] = _saveGameHeader.screenId;
 	pars[1] = 1;
 	_logic->fnInitBackground(pars);
@@ -380,13 +310,14 @@
 	// fade up instead!
 	_thisScreen.new_palette = 99;
 
-	// these need setting after the defaults get set in fnInitBackground
-	// remember that these can change through the game, so need saving &
-	// restoring too
+	// These need setting after the defaults get set in fnInitBackground.
+	// Remember that these can change through the game, so need saving &
+	// restoring too.
+
 	_thisScreen.feet_x = _saveGameHeader.feet_x;
 	_thisScreen.feet_y = _saveGameHeader.feet_y;
 
-	// start the new run list
+	// Start the new run list
 	_logic->expressChangeSession(_saveGameHeader.runListId);
 
 	// Force in the new scroll position, so unsightly scroll-catch-up does
@@ -418,32 +349,28 @@
 	} else
 		_logic->fnStopMusic(NULL);
 
-	// Write to walkthrough file (zebug0.txt)
-
-	debug(5, "RESTORED GAME \"%s\"", _saveGameHeader.description);
-
-	// game restored ok
 	return SR_OK;
 }
 
-// GetSaveDescription - PC version...
+/**
+ * Get the description of a savegame
+ */
 
 uint32 Sword2Engine::getSaveDescription(uint16 slotNo, byte *description) {
 	char saveFileName[MAX_FILENAME_LEN];
-	SaveGameHeader dummy;
-	SaveFile *in;
-	SaveFileManager *mgr = _system->get_savefile_manager();
 
-	// construct filename
 	sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
 
+	SaveFileManager *mgr = _system->get_savefile_manager();
+	SaveFile *in;
+
 	if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
-		// error: couldn't open file
 		delete mgr;
 		return SR_ERR_FILEOPEN;
 	}
 
-	// read header
+	SaveGameHeader dummy;
+
 	in->read(&dummy, sizeof(dummy));
 	delete in;
 	delete mgr;
@@ -461,12 +388,12 @@
 
 bool Sword2Engine::saveExists(uint16 slotNo) {
 	char saveFileName[MAX_FILENAME_LEN];
-	SaveFileManager *mgr = _system->get_savefile_manager();
-	SaveFile *in;
 
-	// construct filename
 	sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
 
+	SaveFileManager *mgr = _system->get_savefile_manager();
+	SaveFile *in;
+
 	if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
 		delete mgr;
 		return false;
@@ -474,56 +401,51 @@
 
 	delete in;
 	delete mgr;
-
 	return true;
 }
 
-void Sword2Engine::getPlayerStructures(void) {
-	 // request the player object structures which need saving
+/**
+ * Request the player object structures which need saving.
+ */
 
-	// script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
+void Sword2Engine::getPlayerStructures(void) {
+	StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
 
-	uint32 null_pc = 7;
- 	char *raw_script_ad;
-	StandardHeader *head;
+	assert(head->fileType == GAME_OBJECT);
 
-	head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
+	char *raw_script_ad = (char *) head;
 
-	if (head->fileType != GAME_OBJECT)
-		error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
+	// Script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
+	uint32 null_pc = 7;
 
-	raw_script_ad = (char *) head;
 	_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
 	_resman->closeResource(CUR_PLAYER_ID);
 }
 
-void Sword2Engine::putPlayerStructures(void) {
-	// fill out the player object structures from the savegame structures
-	// also run the appropriate scripts to set up george's anim tables &
-	// walkdata, and nico's anim tables
-
-	uint32 null_pc;
- 	char *raw_script_ad;
-	StandardHeader *head;
+/**
+ * Fill out the player object structures from the savegame structures also run
+ * the appropriate scripts to set up george's anim tables and walkdata, and
+ * Nico's anim tables.
+ */
 
-	head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
+void Sword2Engine::putPlayerStructures(void) {
+	StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
 
-	if (head->fileType != GAME_OBJECT)
-		error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
+	assert(head->fileType == GAME_OBJECT);
 
-	raw_script_ad = (char *) head;
+	char *raw_script_ad = (char *) head;
 
-	// script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
+	// Script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
 
-	null_pc = 8;
+	uint32 null_pc = 8;
 	_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
 
-	// script no. 14 - 'set_up_nico_anim_tables'
+	// Script no. 14 - 'set_up_nico_anim_tables'
 
 	null_pc = 14;
 	_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
 
-	// which megaset was the player at the time of saving?
+	// Which megaset was the player at the time of saving?
 
 	switch (_saveGameHeader.mega.megaset_res) {
 	case 36:		// GeoMega:
@@ -556,72 +478,69 @@
 	return total;
 }
 
-int32 Logic::fnPassPlayerSaveData(int32 *params) {
-	// copies the 4 essential player structures into the savegame header
-	// - run script 7 of player object to request this
-
-	// remember, we cannot simply read a compact any longer but instead
-	// must request it from the object itself
+/**
+ * Copies the 4 essential player structures into the savegame header - run
+ * script 7 of player object to request this.
+ *
+ * Remember, we cannot simply read a compact any longer but instead must
+ * request it from the object itself.
+ */
 
+int32 Logic::fnPassPlayerSaveData(int32 *params) {
 	// params:	0 pointer to object's logic structure
 	//		1 pointer to object's graphic structure
 	//		2 pointer to object's mega structure
 
-	// copy from player object to savegame header
+	// Copy from player object to savegame header
 
 	memcpy(&_vm->_saveGameHeader.logic, _vm->_memory->decodePtr(params[0]), sizeof(ObjectLogic));
 	memcpy(&_vm->_saveGameHeader.graphic, _vm->_memory->decodePtr(params[1]), sizeof(ObjectGraphic));
 	memcpy(&_vm->_saveGameHeader.mega, _vm->_memory->decodePtr(params[2]), sizeof(ObjectMega));
 
-	// makes no odds
 	return IR_CONT;
 }
 
-int32 Logic::fnGetPlayerSaveData(int32 *params) {
-	// reverse of fnPassPlayerSaveData
-	// - run script 8 of player object
+/**
+ * Reverse of fnPassPlayerSaveData() - run script 8 of player object.
+ */
 
+int32 Logic::fnGetPlayerSaveData(int32 *params) {
 	// params:	0 pointer to object's logic structure
 	//		1 pointer to object's graphic structure
 	//		2 pointer to object's mega structure
 
-	ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
-	ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(params[1]);
-	ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]);
+	byte *logic_ptr = _vm->_memory->decodePtr(params[0]);
+	byte *graphic_ptr = _vm->_memory->decodePtr(params[1]);
+	byte *mega_ptr = _vm->_memory->decodePtr(params[2]);
 
-	int32 pars[3];
+	// Copy from savegame header to player object
 
-	// copy from savegame header to player object
+	memcpy(logic_ptr, &_vm->_saveGameHeader.logic, sizeof(ObjectLogic));
+	memcpy(graphic_ptr, &_vm->_saveGameHeader.graphic, sizeof(ObjectGraphic));
+	memcpy(mega_ptr, &_vm->_saveGameHeader.mega, sizeof(ObjectMega));
 
-	memcpy((byte *) ob_logic, &_vm->_saveGameHeader.logic, sizeof(ObjectLogic));
-	memcpy((byte *) ob_graphic, &_vm->_saveGameHeader.graphic, sizeof(ObjectGraphic));
-	memcpy((byte *) ob_mega, &_vm->_saveGameHeader.mega, sizeof(ObjectMega));
+ 	// Any walk-data must be cleared - the player will be set to stand if
+	// he was walking when saved.
 
- 	// any walk-data must be cleared - the player will be set to stand if
-	// he was walking when saved
+	ObjectMega *ob_mega = (ObjectMega *) mega_ptr;
 
-	// if the player was walking when game was saved
 	if (ob_mega->currently_walking) {
-		// clear the flag
 		ob_mega->currently_walking = 0;
 
-		// pointer to object's graphic structure
-		pars[0] = _vm->_memory->encodePtr((byte *) ob_graphic);
-
-		// pointer to object's mega structure
-		pars[1] = _vm->_memory->encodePtr((byte *) ob_mega);
+		int32 pars[3];
 
-		// target direction
+		pars[0] = params[1];			// ob_graphic;
+		pars[1] = params[2];			// ob_mega
 		pars[2] = ob_mega->current_dir;
 
-		// set player to stand
 		fnStand(pars);
 
-		// reset looping flag (which would have been '1' during fnWalk)
+		// Reset looping flag (which would have been 1 during fnWalk)
+		ObjectLogic *ob_logic = (ObjectLogic *) logic_ptr;
+
 		ob_logic->looping = 0;
 	}
 
-	// makes no odds
 	return IR_CONT;
 }
 

Index: sword2.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/sword2.h,v
retrieving revision 1.58
retrieving revision 1.59
diff -u -d -r1.58 -r1.59
--- sword2.h	24 Apr 2004 12:29:35 -0000	1.58
+++ sword2.h	26 Apr 2004 07:37:25 -0000	1.59
@@ -279,6 +279,10 @@
 
 	// savegame file header
 
+#if !defined(__GNUC__)
+	#pragma START_PACK_STRUCTS
+#endif
+
 	struct SaveGameHeader {
 		// sum of all bytes in file, excluding this uint32
 		uint32 checksum;
@@ -294,13 +298,13 @@
 		uint32 music_id;	// copy of 'looping_music_id'
 		ObjectHub player_hub;	// copy of player object's object_hub structure
 		ObjectLogic logic;	// copy of player character logic structure
+		ObjectGraphic graphic;	// copy of player character graphic structure
+		ObjectMega mega;	// copy of player character mega structure
+	} GCC_PACK;
 
-		// copy of player character graphic structure
-		ObjectGraphic graphic;
-
-		// copy of player character mega structure
-		ObjectMega mega;
-	};
+#if !defined(__GNUC__)
+	#pragma END_PACK_STRUCTS
+#endif
 
 	SaveGameHeader _saveGameHeader;
 





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