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-rw-r--r--engines/glk/archetype/game_stat.cpp121
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diff --git a/engines/glk/archetype/game_stat.cpp b/engines/glk/archetype/game_stat.cpp
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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "glk/archetype/game_stat.h"
+#include "glk/archetype/archetype.h"
+#include "glk/archetype/crypt.h"
+#include "glk/archetype/saveload.h"
+#include "glk/archetype/statement.h"
+#include "glk/archetype/timestamp.h"
+
+namespace Glk {
+namespace Archetype {
+
+void save_game_state(Common::WriteStream *bfile, XArrayType &objects) {
+ int i;
+ void *p;
+
+ // Write out the timestamp associated with the original game
+ bfile->writeUint32LE(GTimeStamp);
+
+ // Get the encryption straight - reset the seed
+ cryptinit(Encryption, GTimeStamp);
+
+ for (i = 0; i < Dynamic - 1; ++i) {
+ if (index_xarray(objects, i, p)) {
+ ObjectPtr op = (ObjectPtr)p;
+ bfile->writeUint32LE(vContSeq);
+
+ dump_item_list(bfile, op->attributes, EXPR_LIST);
+ }
+ }
+
+ for (i = Dynamic; i < (int)objects.size(); ++i) {
+ if (index_xarray(objects, i, p)) {
+ bfile->writeUint32LE(vContSeq);
+ dump_object(bfile, (ObjectPtr)p);
+ }
+ }
+
+ bfile->writeUint32LE(vEndSeq);
+}
+
+bool load_game_state(Common::ReadStream *bfile, XArrayType &objects) {
+ int i;
+ void *p;
+ ObjectPtr op;
+ TimestampType tstamp;
+ StatementKind sentinel;
+
+ // Check the time stamp
+ tstamp = bfile->readUint32LE();
+ if (tstamp != GTimeStamp) {
+ g_vm->writeln("State file does not match original .ACX file");
+ return false;
+ }
+
+ // Get the encryption straight - reset the seed.Be careful upon loading since we have
+ // to do UNPURPLE instead of PURPLE
+ if (Encryption == PURPLE)
+ Encryption = UNPURPLE;
+ cryptinit(Encryption, GTimeStamp);
+
+ // Need to flush out the previous attributes andload in the new ones. Dynamically allocated
+ // objects are a little different since they might vary between game states
+ for (i = 0; i < Dynamic - 1; ++i) {
+ if (index_xarray(objects, i, p)) {
+ sentinel = (StatementKind)bfile->readUint32LE();
+ op = (ObjectPtr)p;
+ dispose_item_list(op->attributes, EXPR_LIST);
+ load_item_list(bfile, op->attributes, EXPR_LIST);
+ }
+ }
+
+ // Flush dynamic objects.Dispose of each object andshrink back the xarray
+
+ for (i = objects.size() - 1; i >= Dynamic; --i) {
+ if (index_xarray(objects, i, p)) {
+ op = (ObjectPtr)p;
+ dispose_object(op);
+ }
+
+ shrink_xarray(objects);
+ }
+
+ // sentinel has been set from before
+ sentinel = (StatementKind)bfile->readUint32LE();
+ while (sentinel == CONT_SEQ) {
+ load_object(bfile, op);
+ p = op;
+ append_to_xarray(objects, p);
+
+ sentinel = (StatementKind)bfile->readUint32LE();
+ }
+
+ if (Encryption == UNPURPLE)
+ Encryption = PURPLE;
+
+ return true;
+}
+
+} // End of namespace Archetype
+} // End of namespace Glk