/* 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" #define CURRENT_SAGA_VER 1 namespace Saga { struct SaveGameHeader { uint32 type; uint32 size; uint32 version; char name[32]; }; //TODO: // - get savegame list // - make/create save filename string // - delete savegame void SagaEngine::save(const char *fileName, const char *saveName) { Common::File out; SaveGameHeader header; out.open(fileName, Common::File::kFileWriteMode); header.type = MKID('SAGA'); header.size = 0; header.version = CURRENT_SAGA_VER; strcpy(header.name, saveName); out.write(&header, sizeof(header)); // Surrounding scene out.writeSint32LE(_scene->getOutsetSceneNumber()); // Inset scene out.writeSint32LE(_scene->currentSceneNumber()); uint16 i; _interface->saveState(out); _actor->saveState(out); out.writeSint16LE(_script->_commonBufferSize); 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(const char *fileName) { Common::File in; int commonBufferSize; int sceneNumber, insetSceneNumber; int mapx, mapy; uint16 i; SaveGameHeader header; in.open(fileName); if (!in.isOpen()) return; in.read(&header, sizeof(header)); if (header.type != MKID('SAGA')) { error("SagaEngine::load wrong format"); } // Surrounding scene sceneNumber = in.readSint32LE(); // Inset scene insetSceneNumber = in.readSint32LE(); debug(0, "scene: #%d inset scene: #%d", sceneNumber, insetSceneNumber); _interface->loadState(in); _actor->loadState(in); commonBufferSize = in.readSint16LE(); for (i = 0; i < commonBufferSize; i++) _script->_commonBuffer[i] = in.readByte(); mapx = in.readSint16LE(); mapy = in.readSint16LE(); in.close(); _isoMap->setMapPosition(mapx, mapy); _scene->clearSceneQueue(); _scene->changeScene(sceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade); if (insetSceneNumber != sceneNumber) { _render->drawScene(); _scene->clearSceneQueue(); _scene->changeScene(insetSceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade); } // FIXME: When save/load screen will be implemented we should // call these after that screen left by user _interface->draw(); } } // End of namespace Saga