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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 = 1; i < Dynamic; ++i) {
if (index_xarray(objects, i, p)) {
ObjectPtr op = (ObjectPtr)p;
bfile->writeByte(vContSeq);
dump_item_list(bfile, op->attributes, EXPR_LIST);
}
}
for (i = Dynamic; i <= (int)objects.size(); ++i) {
if (index_xarray(objects, i, p)) {
bfile->writeByte(vContSeq);
dump_object(bfile, (ObjectPtr)p);
}
}
bfile->writeByte(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 = 1; i < Dynamic; ++i) {
if (index_xarray(objects, i, p)) {
sentinel = (StatementKind)bfile->readByte();
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(); 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->readByte();
while (sentinel == CONT_SEQ) {
load_object(bfile, op);
p = op;
append_to_xarray(objects, p);
sentinel = (StatementKind)bfile->readByte();
}
if (Encryption == UNPURPLE)
Encryption = PURPLE;
return true;
}
} // End of namespace Archetype
} // End of namespace Glk
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