/* 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" #include "saga/render.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 in; int actorsCount, objsCount, commonBufferSize; int scenenum, inset; int mapx, mapy; in.open("ite.sav"); if (!in.isOpen()) return; actorsCount = in.readSint16LE(); objsCount = in.readSint16LE(); commonBufferSize = in.readSint16LE(); _actor->setProtagState(in.readSint16LE()); // Surrounding scene scenenum = in.readSint32LE(); in.readSint32LE(); // Inset scene inset = in.readSint32LE(); in.readSint32LE(); debug(0, "scene: %d out: %d", scenenum, inset); uint16 i; for (i = 0; i < actorsCount; i++) { ActorData *a = _actor->_actors[i]; a->sceneNumber = in.readSint32LE(); a->location.x = in.readSint16LE(); a->location.y = in.readSint16LE(); a->location.z = in.readSint16LE(); a->finalTarget.x = in.readSint16LE(); a->finalTarget.y = in.readSint16LE(); a->finalTarget.z = in.readSint16LE(); a->currentAction = in.readByte(); a->facingDirection = in.readByte(); a->targetObject = in.readSint16LE(); a->flags = (a->flags & ~(kProtagonist | kFollower) | in.readByte()); a->frameNumber = in.readByte(); in.readSint16LE(); } _interface->clearInventory(); for (i = 0; i < objsCount; i++) { ObjectData *o = _actor->_objs[i]; int pos; o->sceneNumber = in.readSint32LE(); o->id = in.readSint32LE(); o->location.x = in.readSint16LE(); o->location.y = in.readSint16LE(); o->location.z = in.readSint16LE(); o->nameIndex = in.readSint16LE(); pos = in.readSint16LE(); if (o->sceneNumber == ITE_SCENE_INV) { _interface->addToInventory(_actor->objIndexToId(i), pos); } in.readByte(); } for (i = 0; i < commonBufferSize; i++) _script->_commonBuffer[i] = in.readByte(); mapx = in.readSint16LE(); mapy = in.readSint16LE(); in.close(); _isoMap->setMapPosition(mapx, mapy); // 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) { _render->drawScene(); _scene->clearSceneQueue(); _scene->changeScene(inset, 0); } } } // End of namespace Saga