Beispiel #1
0
void Scene_Save::Action(int index) {
	std::stringstream ss;
	ss << "Save" << (index <= 8 ? "0" : "") << (index + 1) << ".lsd";

	// TODO: Maybe find a better place to setup the save file?
	RPG::SaveTitle title;

	int size = (int)Main_Data::game_party->GetActors().size();
	Game_Actor* actor;

	switch (size) {
		case 4:
			actor = Main_Data::game_party->GetActors()[3];
			title.face4_id = actor->GetFaceIndex();
			title.face4_name = actor->GetFaceName();
		case 3:
			actor = Main_Data::game_party->GetActors()[2];
			title.face3_id = actor->GetFaceIndex();
			title.face3_name = actor->GetFaceName();
		case 2:
			actor = Main_Data::game_party->GetActors()[1];
			title.face2_id = actor->GetFaceIndex();
			title.face2_name = actor->GetFaceName();
		case 1:
			actor = Main_Data::game_party->GetActors()[0];
			title.face1_id = actor->GetFaceIndex();
			title.face1_name = actor->GetFaceName();
			title.hero_hp = actor->GetHp();
			title.hero_level = actor->GetLevel();
			title.hero_name = actor->GetName();
			break;
		default:;
	}

	Main_Data::game_data.title = title;

	Main_Data::game_data.system.save_slot = index + 1;
	Main_Data::game_data.system.save_count += 1;

	Game_Map::PrepareSave();

	std::string filename = FileFinder::FindDefault(*tree, ss.str());

	if (filename.empty()) {
		filename = FileFinder::MakePath(Main_Data::project_path, ss.str());
	}

	LSD_Reader::Save(filename, Main_Data::game_data,
		ReaderUtil::GetEncoding(FileFinder::FindDefault(INI_NAME)));

	Scene::Pop();
}
Beispiel #2
0
void Scene_Save::Action(int index) {
	std::stringstream ss;
	ss << "Save" << (index <= 8 ? "0" : "") << (index + 1) << ".lsd";

	Output::Debug("Saving to %s", ss.str().c_str());

	// TODO: Maybe find a better place to setup the save file?
	RPG::SaveTitle title;

	int size = (int)Main_Data::game_party->GetActors().size();
	Game_Actor* actor;

	if (size > 3) {
		actor = Main_Data::game_party->GetActors()[3];
		title.face4_id = actor->GetFaceIndex();
		title.face4_name = actor->GetFaceName();
	}
	if (size > 2) {
		actor = Main_Data::game_party->GetActors()[2];
		title.face3_id = actor->GetFaceIndex();
		title.face3_name = actor->GetFaceName();
	}
	if (size > 1) {
		actor = Main_Data::game_party->GetActors()[1];
		title.face2_id = actor->GetFaceIndex();
		title.face2_name = actor->GetFaceName();
	}
	if (size > 0) {
		actor = Main_Data::game_party->GetActors()[0];
		title.face1_id = actor->GetFaceIndex();
		title.face1_name = actor->GetFaceName();
		title.hero_hp = actor->GetHp();
		title.hero_level = actor->GetLevel();
		title.hero_name = actor->GetName();
	}

	Main_Data::game_data.title = title;

	Main_Data::game_data.system.save_slot = index + 1;

	Game_Map::PrepareSave();

	std::string save_file = ss.str();
	std::string filename = FileFinder::FindDefault(*tree, ss.str());

	if (filename.empty()) {
		filename = FileFinder::MakePath((*tree).directory_path, save_file);
	}

	LSD_Reader::PrepareSave(Main_Data::game_data, PLAYER_SAVEGAME_VERSION);
	auto data_copy = LSD_Reader::ClearDefaults(Main_Data::game_data, Game_Map::GetMapInfo(), Game_Map::GetMap());
	// RPG_RT saves always have the scene set to this.
	data_copy.system.scene = RPG::SaveSystem::Scene_file;
	// RPG_RT always stores SaveMapEvent with map_id == 0.
	for (auto& sme: data_copy.map_info.events) {
		sme.map_id = 0;
	}
	LSD_Reader::Save(filename, data_copy, Player::encoding);

#ifdef EMSCRIPTEN
	// Save changed file system
	EM_ASM({
		FS.syncfs(function(err) {
		});
	});
Beispiel #3
0
void Window_Base::DrawActorFace(const Game_Actor& actor, int cx, int cy) {
	DrawFace(actor.GetFaceName(), actor.GetFaceIndex(), cx, cy);
}