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authorEugene Sandulenko2005-04-21 01:30:07 +0000
committerEugene Sandulenko2005-04-21 01:30:07 +0000
commit283a9f35ac294fa10105c7d8c18b57d7a2689e19 (patch)
treed1d35de8ff26764c87f36d3b7fa6adf3e34cb048 /saga/saveload.cpp
parent7b93b0e079456018fdbc59e780925103ee345ca9 (diff)
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Add not yet correctly working save/load. Use key F7 for saving
and F8 for loading. Now works only within current scene and restores to entrance #0 which is wrong. svn-id: r17726
Diffstat (limited to 'saga/saveload.cpp')
-rw-r--r--saga/saveload.cpp192
1 files changed, 192 insertions, 0 deletions
diff --git a/saga/saveload.cpp b/saga/saveload.cpp
new file mode 100644
index 0000000000..fd7f096104
--- /dev/null
+++ b/saga/saveload.cpp
@@ -0,0 +1,192 @@
+/* ScummVM - Scumm Interpreter
+ * Copyright (C) 2004-2005 The ScummVM project
+ *
+ * The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * $Header$
+ *
+ */
+
+#include "stdafx.h"
+
+#include "common/config-manager.h"
+#include "common/savefile.h"
+#include "common/system.h"
+#include "common/file.h"
+
+#include "saga/saga.h"
+#include "saga/actor.h"
+#include "saga/isomap.h"
+#include "saga/resnames.h"
+#include "saga/script.h"
+#include "saga/interface.h"
+#include "saga/scene.h"
+
+namespace Saga {
+
+void SagaEngine::save() {
+ File out;
+
+ out.open("ite.sav", File::kFileWriteMode);
+
+ out.writeSint16LE(_actor->_actorsCount);
+ out.writeSint16LE(_actor->_objsCount);
+ out.writeSint16LE(_script->_commonBufferSize);
+ out.writeSint16LE(_actor->getProtagState());
+
+ // Surrounding scene
+ out.writeSint32LE(_scene->getOutsetSceneNumber());
+ out.writeSint32LE(0);
+
+ // Inset scene
+ out.writeSint32LE(_scene->currentSceneNumber());
+ out.writeSint32LE(0);
+
+ uint16 i;
+
+ for (i = 0; i < _actor->_actorsCount; i++) {
+ ActorData *a = _actor->_actors[i];
+
+ out.writeSint32LE(a->sceneNumber);
+ out.writeSint16LE(a->location.x);
+ out.writeSint16LE(a->location.y);
+ out.writeSint16LE(a->location.z);
+ out.writeSint16LE(a->finalTarget.x);
+ out.writeSint16LE(a->finalTarget.y);
+ out.writeSint16LE(a->finalTarget.z);
+ out.writeByte(a->currentAction);
+ out.writeByte(a->facingDirection);
+ out.writeSint16LE(a->targetObject);
+ out.writeByte(a->flags & (kProtagonist | kFollower));
+ out.writeByte(a->frameNumber);
+ out.writeSint16LE(0);
+ }
+
+ for (i = 0; i < _actor->_objsCount; i++) {
+ ObjectData *o = _actor->_objs[i];
+
+ out.writeSint32LE(o->sceneNumber);
+ out.writeSint32LE(o->id);
+ out.writeSint16LE(o->location.x);
+ out.writeSint16LE(o->location.y);
+ out.writeSint16LE(o->location.z);
+ out.writeSint16LE(o->nameIndex);
+ if (o->sceneNumber == ITE_SCENE_INV) {
+ out.writeSint16LE(_interface->inventoryItemPosition(_actor->objIndexToId(i)));
+ } else {
+ out.writeSint16LE(0);
+ }
+ out.writeByte(0);
+ }
+
+ for (i = 0; i < _script->_commonBufferSize; i++)
+ out.writeByte(_script->_commonBuffer[i]);
+
+ out.writeSint16LE(_isoMap->getMapPosition().x);
+ out.writeSint16LE(_isoMap->getMapPosition().y);
+
+ out.close();
+}
+
+void SagaEngine::load() {
+ File out;
+ int actorsCount, objsCount, commonBufferSize;
+ int scenenum, inset;
+
+ out.open("ite.sav");
+
+ if (!out.isOpen())
+ return;
+
+ actorsCount = out.readSint16LE();
+ objsCount = out.readSint16LE();
+ commonBufferSize = out.readSint16LE();
+ _actor->setProtagState(out.readSint16LE());
+
+ // Surrounding scene
+ scenenum = out.readSint32LE();
+ out.readSint32LE();
+
+ // Inset scene
+ inset = out.readSint32LE();
+ out.readSint32LE();
+
+ uint16 i;
+
+ for (i = 0; i < actorsCount; i++) {
+ ActorData *a = _actor->_actors[i];
+
+ a->sceneNumber = out.readSint32LE();
+ a->location.x = out.readSint16LE();
+ a->location.y = out.readSint16LE();
+ a->location.z = out.readSint16LE();
+ a->finalTarget.x = out.readSint16LE();
+ a->finalTarget.y = out.readSint16LE();
+ a->finalTarget.z = out.readSint16LE();
+ a->currentAction = out.readByte();
+ a->facingDirection = out.readByte();
+ a->targetObject = out.readSint16LE();
+ a->flags = (a->flags & ~(kProtagonist | kFollower) | out.readByte());
+ a->frameNumber = out.readByte();
+ out.readSint16LE();
+ }
+
+ _interface->clearInventory();
+
+ for (i = 0; i < objsCount; i++) {
+ ObjectData *o = _actor->_objs[i];
+ int pos;
+
+ o->sceneNumber = out.readSint32LE();
+ o->id = out.readSint32LE();
+ o->location.x = out.readSint16LE();
+ o->location.y = out.readSint16LE();
+ o->location.z = out.readSint16LE();
+ o->nameIndex = out.readSint16LE();
+
+ pos = out.readSint16LE();
+ if (o->sceneNumber == ITE_SCENE_INV) {
+ _interface->addToInventory(_actor->objIndexToId(i), pos);
+ }
+ out.readByte();
+ }
+
+ for (i = 0; i < commonBufferSize; i++)
+ _script->_commonBuffer[i] = out.readByte();
+
+ _isoMap->getMapPosition().x = out.readSint16LE();
+ _isoMap->getMapPosition().y = out.readSint16LE();
+
+ out.close();
+
+
+ // FIXME: When save/load screen will be implemented we should
+ // call these after that screen left by user
+ _interface->draw();
+
+ // FIXME: hmmm... now we always require actorsEntrance to be defined
+ // so no way to restore at arbitrary position
+ _scene->clearSceneQueue();
+ _scene->changeScene(scenenum, 0);
+
+ if (inset != scenenum) {
+ _scene->clearSceneQueue();
+ _scene->changeScene(inset, 0);
+ }
+}
+
+} // End of namespace Saga