Initial setup for saving game states
(code may or may not compile at this point)
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@@ -86,7 +86,7 @@ void add_outdoor_maps();
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short specials_res_id,data_dump_file_id;
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char start_name[256];
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short start_volume,data_volume;
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fs::path progDir;
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extern fs::path progDir;
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//outdoor_record_type dummy_out;////
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//town_record_type dummy_town;
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@@ -99,44 +99,6 @@ fs::path progDir;
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cCustomGraphics spec_scen_g;
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std::ofstream flog("bladeslog.txt");
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// TODO: Move this to the common fileio.cpp
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void init_directories()
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{
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char cPath[768];
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CFBundleRef mainBundle=CFBundleGetMainBundle();
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CFStringRef progURL = CFURLCopyFileSystemPath(CFBundleCopyBundleURL(mainBundle), kCFURLPOSIXPathStyle);
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const char* tmp = CFStringGetCStringPtr(progURL, kCFStringEncodingASCII);//kCFStringEncodingUTF8);
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if(tmp == NULL){
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bool success = CFStringGetCString(progURL, cPath, sizeof(cPath), kCFStringEncodingUTF8);
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if(success) {
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progDir = cPath;
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std::cout << cPath << "\n\n" << progDir << "\n\n";
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} else {
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std::cout << "Couldn't retrieve application path.\n";
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exit(1);
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}
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}else progDir = tmp;
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progDir = progDir.parent_path();
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std::cout<<progDir<<'\n';
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// Initialize the resource manager paths
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ResMgr::pushPath<ImageRsrc>(progDir/"Scenario Editor"/"graphics.exd"/"mac");
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ResMgr::pushPath<CursorRsrc>(progDir/"Scenario Editor"/"graphics.exd"/"mac"/"cursors");
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ResMgr::pushPath<FontRsrc>(progDir/"data"/"fonts");
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ResMgr::pushPath<StringRsrc>(progDir/"data"/"strings");
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ResMgr::pushPath<SoundRsrc>(progDir/"Scenario Editor"/"sounds.exa");
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// now I generate the directory ID of the folder which contains the scenarios
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// code copied from Mac Prog FAQ book
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// myCPB.dirInfo.ioNamePtr = folder_name;
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// myCPB.dirInfo.ioVRefNum = start_volume;
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// myCPB.dirInfo.ioFDirIndex = 0;
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// myCPB.dirInfo.ioDrDirID = start_dir;
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// error = PBGetCatalogInfoSync(&myCPB); // false means not async
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//
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// scen_dir = myCPB.dirInfo.ioDrDirID;
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}
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void finish_load_party(){
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bool town_restore = (univ.town.num < 200) ? true : false;
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