diff options
Diffstat (limited to 'engines/wage/saveload.cpp')
-rw-r--r-- | engines/wage/saveload.cpp | 192 |
1 files changed, 192 insertions, 0 deletions
diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp new file mode 100644 index 0000000000..ea3ae34048 --- /dev/null +++ b/engines/wage/saveload.cpp @@ -0,0 +1,192 @@ +/* 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 "common/file.h" +#include "common/debug.h" +#include "common/debug-channels.h" +#include "common/config-manager.h" +#include "common/savefile.h" +#include "common/system.h" +#include "common/textconsole.h" +#include "common/translation.h" + +#include "gui/saveload.h" + +#include "graphics/thumbnail.h" +#include "graphics/surface.h" + +#include "wage/wage.h" +#include "wage/world.h" +#include "wage/entities.h" + +#define SAVEGAME_CURRENT_VERSION 1 + +// +// Version 0 (ScummVM): first ScummVM version +// + +namespace Wage { + +static const uint32 AGIflag = MKTAG('W', 'A', 'G', 'E'); + +int WageEngine::saveGame(const Common::String &fileName, const Common::String &descriptionString) { + Common::OutSaveFile *out; + int result = 0; + + debug(9, "WageEngine::saveGame(%s, %s)", fileName.c_str(), descriptionString.c_str()); + if (!(out = _saveFileMan->openForSaving(fileName))) { + warning("Can't create file '%s', game not saved", fileName.c_str()); + return -1; + } else { + debug(9, "Successfully opened %s for writing", fileName.c_str()); + } + + out->writeUint32BE(AGIflag); + + // Write description of saved game, limited to WAGE_SAVEDGAME_DESCRIPTION_LEN characters + terminating NUL + const int WAGE_SAVEDGAME_DESCRIPTION_LEN = 127; + char description[WAGE_SAVEDGAME_DESCRIPTION_LEN + 1]; + + memset(description, 0, sizeof(description)); + strncpy(description, descriptionString.c_str(), WAGE_SAVEDGAME_DESCRIPTION_LEN); + assert(WAGE_SAVEDGAME_DESCRIPTION_LEN + 1 == 128); // safety + out->write(description, 128); + + out->writeByte(SAVEGAME_CURRENT_VERSION); + debug(9, "Writing save game version (%d)", SAVEGAME_CURRENT_VERSION); + + // Thumbnail + Graphics::saveThumbnail(*out); + + // Counters + out->writeSint16LE(_world->_scenes.size()); //numScenes + out->writeSint16LE(_world->_chrs.size()); //numChars + out->writeSint16LE(_world->_objs.size()); //numObjs + + // Hex Offsets + out->writeSint32LE(0); //state.getChrsHexOffset() + out->writeSint32LE(0); //state.getObjsHexOffset() + + // Unique 8-byte World Signature + out->writeSint32LE(0); //8-byte ints? seriously? + + // More Counters + out->writeSint32LE(_world->_player->_context._visits); //visitNum + out->writeSint32LE(0); //state.getLoopNum() + out->writeSint32LE(_world->_player->_context._kills); //killNum + + // Hex offset to player character + out->writeSint32LE(0); //state.getPlayerHexOffset() + + // character in this scene? + out->writeSint32LE(0); //state.getPresCharHexOffset() + + // Hex offset to current scene + out->writeSint32LE(0); //state.getCurSceneHexOffset() + + // wearing a helmet? + out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::HEAD_ARMOR]> //state.getHelmetIndex() + + // holding a shield? + out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::SHIELD_ARMOR]> //state.getShieldIndex() + + // wearing chest armor? + out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::BODY_ARMOR]> //state.getChestArmIndex() + + // wearing spiritual armor? + out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::MAGIC_ARMOR]> //state.getSprtArmIndex() + + // TODO: + out->writeSint16LE(0xffff); // ???? - always FFFF + out->writeSint16LE(0xffff); // ???? - always FFFF + out->writeSint16LE(0xffff); // ???? - always FFFF + out->writeSint16LE(0xffff); // ???? - always FFFF + + // did a character just escape? + out->writeSint32LE(0); //state.getRunCharHexOffset() + + // players experience points + out->writeSint32LE(_world->_player->_context._experience); + + out->writeSint16LE(0); //state.getAim() + out->writeSint16LE(0); //state.getOpponentAim() + + // TODO: + out->writeSint16LE(0x0000); // always 0 + out->writeSint16LE(0x0000); // always 0 + out->writeSint16LE(0x0000); // always 0 + + // Base character stats + out->writeByte(_world->_player->_physicalStrength); //state.getBasePhysStr() + out->writeByte(_world->_player->_physicalHp); //state.getBasePhysHp() + out->writeByte(_world->_player->_naturalArmor); //state.getBasePhysArm() + out->writeByte(_world->_player->_physicalAccuracy); //state.getBasePhysAcc() + out->writeByte(_world->_player->_spiritualStength); //state.getBaseSprtStr() + out->writeByte(_world->_player->_spiritialHp); //state.getBaseSprtHp() + out->writeByte(_world->_player->_resistanceToMagic); //state.getBaseSprtArm() + out->writeByte(_world->_player->_spiritualAccuracy); //state.getBaseSprtAcc() + out->writeByte(_world->_player->_runningSpeed); //state.getBaseRunSpeed() + + // TODO: + out->writeByte(0x0A); // ???? - always seems to be 0x0A + + /* + // write user vars + for (short var : state.getUserVars()) + out->->writeSint16LE(var); + + // write updated info for all scenes + out.write(state.getSceneData()); + + // write updated info for all characters + out.write(state.getChrData()); + + // write updated info for all objects + out.write(state.getObjData()); + */ + + out->finalize(); + if (out->err()) { + warning("Can't write file '%s'. (Disk full?)", fileName.c_str()); + result = -1; + } else + debug(9, "Saved game %s in file %s", descriptionString.c_str(), fileName.c_str()); + + delete out; + return result; +} + +Common::String WageEngine::getSavegameFilename(int16 slotId) const { + Common::String saveLoadSlot = _targetName; + saveLoadSlot += Common::String::format(".%.3d", slotId); + return saveLoadSlot; +} + +Common::Error WageEngine::saveGameState(int slot, const Common::String &description) { + Common::String saveLoadSlot = getSavegameFilename(slot); + if (saveGame(saveLoadSlot, description) == 0) + return Common::kNoError; + else + return Common::kUnknownError; +} + +} // End of namespace Agi |