Beispiel #1
0
bool AvalancheEngine::saveGame(const int16 slot, const Common::String &desc) {
	Common::String fileName = getSaveFileName(slot);
	Common::OutSaveFile *f = g_system->getSavefileManager()->openForSaving(fileName);
	if (!f) {
		warning("Can't create file '%s', game not saved.", fileName.c_str());
		return false;
	}

	f->writeUint32LE(MKTAG('A', 'V', 'A', 'L'));

	// Write version. We can't restore from obsolete versions.
	f->writeByte(kSavegameVersion);

	f->writeUint32LE(desc.size());
	f->write(desc.c_str(), desc.size());
	Graphics::saveThumbnail(*f);

	TimeDate t;
	_system->getTimeAndDate(t);
	f->writeSint16LE(t.tm_mday);
	f->writeSint16LE(t.tm_mon);
	f->writeSint16LE(t.tm_year);

	_totalTime += getTimeInSeconds() - _startTime;

	Common::Serializer sz(NULL, f);
	synchronize(sz);
	f->finalize();
	delete f;

	return true;
}
Beispiel #2
0
void SagaEngine::save(const char *fileName, const char *saveName) {
	Common::OutSaveFile *out;
	char title[TITLESIZE];

	if (!(out = _saveFileMan->openForSaving(fileName))) {
		return;
	}

	_saveHeader.type = MKTAG('S','A','G','A');
	_saveHeader.size = 0;
	_saveHeader.version = CURRENT_SAGA_VER;
	// Note that IHNM has a smaller save title size than ITE
	// We allocate the ITE save title size here, to preserve
	// savegame backwards compatibility
	Common::strlcpy(_saveHeader.name, saveName, SAVE_TITLE_SIZE);

	out->writeUint32BE(_saveHeader.type);
	out->writeUint32LE(_saveHeader.size);
	out->writeUint32LE(_saveHeader.version);
	out->write(_saveHeader.name, sizeof(_saveHeader.name));

	// Original game title
	memset(title, 0, TITLESIZE);
	Common::strlcpy(title, _gameTitle.c_str(), TITLESIZE);
	out->write(title, TITLESIZE);

	// Thumbnail
	// First draw scene without save dialog
	int oldMode = _interface->getMode();
	_interface->setMode(kPanelMain);
	_render->drawScene();

	Graphics::saveThumbnail(*out);

	_interface->setMode(oldMode);

	// Date / time
	TimeDate curTime;
	_system->getTimeAndDate(curTime);

	uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
	uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
	uint32 playTime = g_engine->getTotalPlayTime() / 1000;

	out->writeUint32BE(saveDate);
	out->writeUint16BE(saveTime);
	out->writeUint32BE(playTime);

	// Surrounding scene
	out->writeSint32LE(_scene->getOutsetSceneNumber());
#ifdef ENABLE_IHNM
	if (getGameId() == GID_IHNM) {
		out->writeSint32LE(_scene->currentChapterNumber());
		out->writeSint32LE(0);	// obsolete, was used for the protagonist
		out->writeSint32LE(_scene->getCurrentMusicTrack());
		out->writeSint32LE(_scene->getCurrentMusicRepeat());
	}
#endif
	// Inset scene
	out->writeSint32LE(_scene->currentSceneNumber());

#ifdef ENABLE_IHNM
	if (getGameId() == GID_IHNM) {
		out->writeUint32LE(_globalFlags);
		for (int i = 0; i < ARRAYSIZE(_ethicsPoints); i++)
			out->writeSint16LE(_ethicsPoints[i]);
	}
#endif

	_interface->saveState(out);

	_actor->saveState(out);

	out->writeSint16LE(_script->_commonBuffer.size());

	out->write(_script->_commonBuffer.getBuffer(), _script->_commonBuffer.size());

	// ISO map x, y coordinates for ITE
	if (getGameId() == GID_ITE) {
		out->writeSint16LE(_isoMap->getMapPosition().x);
		out->writeSint16LE(_isoMap->getMapPosition().y);
	}

	out->finalize();

	if (out->err())
		warning("Can't write file '%s'. (Disk full?)", fileName);

	delete out;

	_interface->resetSaveReminder();
}