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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 "hdb/hdb.h"
namespace HDB {
Common::Error HDBGame::saveGameState(int slot, const Common::String &desc) {
// If no map is loaded, don't try to save
if (!g_hdb->_map->isLoaded())
return Common::kCreatingFileFailed;
Common::OutSaveFile *out;
Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
if (!(out = _saveFileMan->openForSaving(saveFileName)))
error("Unable to open save file");
Graphics::saveThumbnail(*out);
memset(&_saveHeader, 0, sizeof(Save));
strcpy(_saveHeader.saveID, saveFileName.c_str());
_saveHeader.seconds = _timeSeconds + (_timePlayed / 1000);
strcpy(_saveHeader.mapName, _inMapName);
// Actual Save Data
saveGame(out);
_lua->save(out, _targetName.c_str(), slot);
out->finalize();
if (out->err())
warning("Can't write file '%s'. (Disk full?)", saveFileName.c_str());
delete out;
return Common::kNoError;
}
Common::Error HDBGame::loadGameState(int slot) {
Common::InSaveFile *in;
Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
if (!(in = _saveFileMan->openForLoading(saveFileName))) {
warning("missing savegame file %s", saveFileName.c_str());
if (g_hdb->_map->isLoaded())
g_hdb->setGameState(GAME_PLAY);
return Common::kReadingFailed;
}
_window->closeAll();
Graphics::skipThumbnail(*in);
// Actual Save Data
loadGame(in);
_lua->loadLua(_currentLuaName); // load the Lua code FIRST! (if no file, it's ok)
saveFileName = Common::String::format("%s.l.%03d", _targetName.c_str(), slot);
_lua->loadSaveFile(in, saveFileName.c_str());
delete in;
// center the player on the screen
int x, y;
_ai->getPlayerXY(&x, &y);
_map->centerMapXY(x + 16, y + 16);
if (!_ai->cinematicsActive())
_gfx->turnOffFade();
return Common::kNoError;
}
void HDBGame::saveGame(Common::OutSaveFile *out) {
debug(1, "HDBGame::saveGame: start at %u", out->pos());
// Save Map Name and Time
out->writeUint32LE(_saveHeader.seconds);
out->write(_inMapName, 32);
debug(1, "HDBGame::saveGame: map at %u", out->pos());
// Save Map Object Data
_map->save(out);
// Save Window Object Data
debug(1, "HDBGame::saveGame: window at %u", out->pos());
_window->save(out);
// Save Gfx Object Data
debug(1, "HDBGame::saveGame: gfx at %u", out->pos());
_gfx->save(out);
// Save Sound Object Data
debug(1, "HDBGame::saveGame: sound at %u", out->pos());
_sound->save(out);
// Save Game Object Data
debug(1, "HDBGame::saveGame: game object at %u", out->pos());
save(out);
// Save AI Object Data
debug(1, "HDBGame::saveGame: ai at %u", out->pos());
_ai->save(out);
debug(1, "HDBGame::saveGame: end at %u", out->pos());
}
void HDBGame::loadGame(Common::InSaveFile *in) {
debug(1, "HDBGame::loadGame: start at %u", in->pos());
// Load Map Name and Time
_timeSeconds = in->readUint32LE();;
_timePlayed = 0;
in->read(_inMapName, 32);
g_hdb->_sound->stopMusic();
_saveHeader.seconds = _timeSeconds;
strcpy(_saveHeader.mapName, _inMapName);
// Load Map Object Data
debug(1, "HDBGame::loadGame: map at %u", in->pos());
_map->loadSaveFile(in);
// Load Window Object Data
debug(1, "HDBGame::loadGame: window at %u", in->pos());
_window->loadSaveFile(in);
// Load Gfx Object Data
debug(1, "HDBGame::loadGame: gfx at %u", in->pos());
_gfx->loadSaveFile(in);
// Load Sound Object Data
debug(1, "HDBGame::loadGame: sound at %u", in->pos());
_sound->loadSaveFile(in);
// Load Game Object Data
debug(1, "HDBGame::loadGame: game object at %u", in->pos());
loadSaveFile(in);
// Load AI Object Data
debug(1, "HDBGame::loadGame: ai at %u", in->pos());
_ai->loadSaveFile(in);
debug(1, "HDBGame::loadGame: end at %u", in->pos());
_gfx->turnOffFade();
}
void HDBGame::save(Common::OutSaveFile *out) {
out->write(_currentMapname, 64);
out->write(_lastMapname, 64);
out->write(_currentLuaName, 64);
out->writeSint32LE(_actionMode);
out->writeByte(_changeLevel);
out->write(_changeMapname, 64);
out->write(_inMapName, 32);
}
void HDBGame::loadSaveFile(Common::InSaveFile *in) {
in->read(_currentMapname, 64);
in->read(_lastMapname, 64);
in->read(_currentLuaName, 64);
_actionMode = in->readSint32LE();
_changeLevel = in->readByte();
in->read(_changeMapname, 64);
in->read(_inMapName, 32);
}
void AIEntity::save(Common::OutSaveFile *out) {
char funcString[32];
const char *lookUp;
// Write out 32-char names for the function ptrs we have in the entity struct
lookUp = g_hdb->_ai->funcLookUp(aiAction);
memset(&funcString, 0, 32);
if (!lookUp && aiAction)
error("AIEntity::save: No matching ACTION function for func-string for %s entity", AIType2Str(type));
if (lookUp)
strcpy(funcString, lookUp);
out->write(funcString, 32);
lookUp = g_hdb->_ai->funcLookUp(aiUse);
memset(&funcString, 0, 32);
if (!lookUp && aiUse)
error("AIEntity::save: No matching USE function for func-string for %s entity", AIType2Str(type));
if (lookUp)
strcpy(funcString, lookUp);
out->write(funcString, 32);
lookUp = g_hdb->_ai->funcLookUp(aiInit);
memset(&funcString, 0, 32);
if (!lookUp && aiInit)
error("AIEntity::save: No matching INIT function for func-string for %s entity", AIType2Str(type));
if (lookUp)
strcpy(funcString, lookUp);
out->write(funcString, 32);
lookUp = g_hdb->_ai->funcLookUp(aiInit2);
memset(&funcString, 0, 32);
if (!lookUp && aiInit2)
error("AIEntity::save: No matching INIT2 function for func-string for %s entity", AIType2Str(type));
if (lookUp)
strcpy(funcString, lookUp);
out->write(funcString, 32);
lookUp = g_hdb->_ai->funcLookUp((FuncPtr)aiDraw);
memset(&funcString, 0, 32);
if (!lookUp && aiDraw)
error("AIEntity::save: No matching DRAW function for func-string for %s entity", AIType2Str(type));
if (lookUp)
strcpy(funcString, lookUp);
out->write(funcString, 32);
// Save AIEntity
out->writeSint32LE((int)type);
out->writeSint32LE((int)state);
out->writeSint32LE((int)dir);
out->write(luaFuncInit, 32);
out->write(luaFuncAction, 32);
out->write(luaFuncUse, 32);
out->writeUint16LE(level);
out->writeUint16LE(value1);
out->writeUint16LE(value2);
out->writeSint32LE((int)dir2);
out->writeUint16LE(x);
out->writeUint16LE(y);
out->writeSint16LE(drawXOff);
out->writeSint16LE(drawYOff);
out->writeUint16LE(onScreen);
out->writeUint16LE(moveSpeed);
out->writeSint16LE(xVel);
out->writeSint16LE(yVel);
out->writeUint16LE(tileX);
out->writeUint16LE(tileY);
out->writeUint16LE(goalX);
out->writeUint16LE(goalY);
out->writeUint16LE(touchpX);
out->writeUint16LE(touchpY);
out->writeUint16LE(touchpTile);
out->writeUint16LE(touchpWait);
out->writeUint16LE(stunnedWait);
out->writeSint16LE(sequence);
out->write(entityName, 32);
out->write(printedName, 32);
out->writeUint16LE(animFrame);
out->writeUint16LE(animDelay);
out->writeUint16LE(animCycle);
}
void AIEntity::load(Common::InSaveFile *in) {
char funcString[32];
FuncPtr init, init2, use, action;
EntFuncPtr drawf;
action = init = init2 = use = NULL;
drawf = NULL;
// Read 32-char names for the function ptrs we have in entity struct
in->read(funcString, 32);
if (funcString[0])
action = g_hdb->_ai->funcLookUp(funcString);
in->read(funcString, 32);
if (funcString[0])
use = g_hdb->_ai->funcLookUp(funcString);
in->read(funcString, 32);
if (funcString[0])
init = g_hdb->_ai->funcLookUp(funcString);
in->read(funcString, 32);
if (funcString[0])
init2 = g_hdb->_ai->funcLookUp(funcString);
in->read(funcString, 32);
if (funcString[0])
drawf = (EntFuncPtr)g_hdb->_ai->funcLookUp(funcString);
// Load AIEntity
type = (AIType)in->readSint32LE();
state = (AIState)in->readSint32LE();
dir = (AIDir)in->readSint32LE();
in->read(luaFuncInit, 32);
in->read(luaFuncAction, 32);
in->read(luaFuncUse, 32);
level = in->readUint16LE();
value1 = in->readUint16LE();
value2 = in->readUint16LE();
dir2 = (AIDir)in->readSint32LE();
x = in->readUint16LE();
y = in->readUint16LE();
drawXOff = in->readSint16LE();
drawYOff = in->readSint16LE();
onScreen = in->readUint16LE();
moveSpeed = in->readUint16LE();
xVel = in->readSint16LE();
yVel = in->readSint16LE();
tileX = in->readUint16LE();
tileY = in->readUint16LE();
goalX = in->readUint16LE();
goalY = in->readUint16LE();
touchpX = in->readUint16LE();
touchpY = in->readUint16LE();
touchpTile = in->readUint16LE();
touchpWait = in->readUint16LE();
stunnedWait = in->readUint16LE();
sequence = in->readSint16LE();
in->read(entityName, 32);
in->read(printedName, 32);
animFrame = in->readUint16LE();
animDelay = in->readUint16LE();
animCycle = in->readUint16LE();
aiAction = action;
aiInit = init;
aiInit2 = init2;
aiUse = use;
aiDraw = drawf;
}
} // End of Namespace
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