aboutsummaryrefslogtreecommitdiff
path: root/engines/xeen/saves.cpp
AgeCommit message (Collapse)Author
2018-05-24JANITORIAL: Fix trailing whitespaceAdrian Frühwirth
2018-04-29XEEN: Support importing Clouds/Darkside savegames to World of XeenPaul Gilbert
2018-04-14XEEN: Clear prior pending treasure when loading savegamePaul Gilbert
2018-04-07XEEN: Reset combat data when loading a new savegamePaul Gilbert
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
2018-04-06XEEN: Cleanup of monster move check methodPaul Gilbert
2018-04-03XEEN: Don't allow saving in the war zonePaul Gilbert
2018-03-27XEEN: Change Map _loadDarkSide bool to int _loadCcNumPaul Gilbert
2018-03-23XEEN: Redraw party after loading a savegamePaul Gilbert
2018-03-21XEEN: Don't allow GMM load/save on the main menus or intro/end cutscenesPaul Gilbert
2018-03-17XEEN: Change bool _isDarkCc to int _ccNumPaul Gilbert
Originally the flag was whether the party was on the Dark Side, but as a bool I was having to cast it to an int side/cc number in more and more places. So now I've converted it to _ccNum, and it can be used directly as an int
2018-03-13XEEN: Fix saving to slot 0 using in-game Control PanelPaul Gilbert
2018-02-26XEEN: Defer creating new game state until neededPaul Gilbert
This fixes a bug with the startup menu where, after finishing the game, starting a new one would simply re-show the prior game
2018-02-24XEEN: Set correct starting date for each gamePaul Gilbert
2018-02-24XEEN: Don't save prior map state when loading new savesPaul Gilbert
2018-02-12XEEN: Added skeleton child engine for Swords of XeenPaul Gilbert
2018-02-12XEEN: Fix memory leak loading savegamesPaul Gilbert
2018-01-27XEEN: Implement save manager save/load methodsPaul Gilbert
2018-01-27XEEN: Implementing control panel dialogPaul Gilbert
2018-01-14XEEN: Fix loading savegames from Dark SidePaul Gilbert
2018-01-14XEEN: Fixes for encryption and resource offsets in save filesPaul Gilbert
2018-01-13XEEN: Saving fixes for party and rosterPaul Gilbert
2018-01-12XEEN: Further savegame logicPaul Gilbert
2018-01-11XEEN: Implementing savegame codePaul Gilbert
2017-12-22XEEN: Create a separate current state saver for each sidePaul Gilbert
Previously, I only had a single savefile, which maintains the state of the party and mazes. But I've realised that I'll need a separate archive for each side of Xeen. I'm still not entirely happy with the cleanliness of the new structure, but it at least is now functionally separating the sides.
2017-12-20XEEN: Starting to do archive access more like the originalPaul Gilbert
Previously the game wasn't paying much attention to the access of dark.cc vs xeen.cc, which was causing problems when trying to travel to Dark Side. This is the beginnings of a refactoring to more closely work like the original does
2017-11-14XEEN: Added missing initialization for new gamesPaul Gilbert
2017-09-22XEEN: Change OutFile not to subclass MemoryWriteStreamDynamicBastien Bouclet
Also fix leaking the MemoryWriteStreamDynamic buffer storage
2017-09-22XEEN: Change SavesManager to use a map of pointers to MemoryWriteStreamDynamicBastien Bouclet
Our implementation of HashMap does not allow value types without a zero-argument constructor.
2016-10-09JANITORIAL: Remove trailing spacesEugene Sandulenko
2016-08-28XEEN: Moved method comments from CPP to header filesPaul Gilbert
2015-02-09XEEN: More refactoring needed for party dialog setupPaul Gilbert
2015-01-23XEEN: Implement further script opcodesPaul Gilbert
2015-01-23XEEN: More script code and string input dialogPaul Gilbert
2015-01-11XEEN: Implemented code for 'saving' resources to the loaded savefilePaul Gilbert
2015-01-08XEEN: Fix to load correct default savegamePaul Gilbert
2015-01-07XEEN: Further fix for savegame initializationPaul Gilbert
2015-01-07XEEN: Add prefix support to CC files, initial save state fixesPaul Gilbert
2015-01-05XEEN: Start of in-game display implementationPaul Gilbert
2015-01-05XEEN: In progress implementing map loadingPaul Gilbert
2015-01-02XEEN: Cleanup of party code split, moved roster and party to enginePaul Gilbert
2015-01-02XEEN: Replaced conditions array with named field structurePaul Gilbert
2015-01-02XEEN: Implemented dynamic data loading for new gamesPaul Gilbert
2015-01-01XEEN: Implemented party and condition classesPaul Gilbert