コード例 #1
0
ファイル: saveload.cpp プロジェクト: BenCastricum/scummvm
bool StarTrekEngine::saveGame(int slot, Common::String desc) {
	Common::String filename = getSavegameFilename(slot);
	Common::OutSaveFile *out;

	if (!(out = _saveFileMan->openForSaving(filename))) {
		warning("Can't create file '%s', game not saved", filename.c_str());
		return false;
	} else {
		debug(3, "Successfully opened %s for writing", filename.c_str());
	}

	SavegameMetadata meta;
	meta.version = CURRENT_SAVEGAME_VERSION;
	memset(meta.description, 0, sizeof(meta.description));
	strncpy(meta.description, desc.c_str(), SAVEGAME_DESCRIPTION_LEN);

	TimeDate curTime;
	_system->getTimeAndDate(curTime);
	meta.setSaveTimeAndDate(curTime);
	meta.playTime = g_engine->getTotalPlayTime();

	if (!saveOrLoadMetadata(nullptr, out, &meta)) {
		delete out;
		return false;
	}
	if (!saveOrLoadGameData(nullptr, out, &meta)) {
		delete out;
		return false;
	}

	out->finalize();
	delete out;
	return true;
}
コード例 #2
0
ファイル: saveload.cpp プロジェクト: AdamRi/scummvm-pink
Common::Error AgiEngine::saveGameState(int slot, const Common::String &desc) {
	Common::String saveLoadSlot = getSavegameFilename(slot);
	if (saveGame(saveLoadSlot, desc) == errOK)
		return Common::kNoError;
	else
		return Common::kUnknownError;
}
コード例 #3
0
ファイル: saveload.cpp プロジェクト: AdamRi/scummvm-pink
void AgiEngine::getSavegameDescription(int num, char *buf, bool showEmpty) {
	Common::InSaveFile *in;
	Common::String fileName = getSavegameFilename(num);

	debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Current game id is %s", _targetName.c_str());

	if (!(in = _saveFileMan->openForLoading(fileName))) {
		debugC(4, kDebugLevelMain | kDebugLevelSavegame, "File %s does not exist", fileName.c_str());

		if (showEmpty)
			strcpy(buf, "        (empty slot)");
		else
			*buf = 0;
	} else {
		debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName.c_str());

		uint32 type = in->readUint32BE();

		if (type == AGIflag) {
			debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Has AGI flag, good start");
			in->read(buf, 31);
		} else {
			warning("This doesn't appear to be an AGI savegame");
			strcpy(buf, "(corrupt file)");
		}

		delete in;
	}
}
コード例 #4
0
ファイル: saveload.cpp プロジェクト: AdamRi/scummvm-pink
int AgiEngine::saveGameSimple() {
	Common::String fileName = getSavegameFilename(0);

	int result = saveGame(fileName, "Default savegame");
	if (result != errOK)
		messageBox("Error saving game.");
	return result;
}
コード例 #5
0
void KyraEngine_v1::loadGameStateCheck(int slot) {
	if (loadGameState(slot) != Common::kNoError) {
		const char *filename = getSavegameFilename(slot);
		Common::String errorMessage = "Could not load savegame: '";
		errorMessage += filename;
		errorMessage += "'";

		GUIErrorMessage(errorMessage);
		error("%s", errorMessage.c_str());
	}
}
コード例 #6
0
ファイル: saveload.cpp プロジェクト: BenCastricum/scummvm
bool StarTrekEngine::loadGame(int slot) {
	Common::String filename = getSavegameFilename(slot);
	Common::InSaveFile *in;

	if (!(in = _saveFileMan->openForLoading(filename))) {
		warning("Can't open file '%s', game not loaded", filename.c_str());
		return false;
	} else {
		debug(3, "Successfully opened %s for loading", filename.c_str());
	}

	SavegameMetadata meta;
	if (!saveOrLoadMetadata(in, nullptr, &meta)) {
		delete in;
		return false;
	}

	if (meta.version > CURRENT_SAVEGAME_VERSION) {
		delete in;
		error("Savegame version (%u) is newer than current version (%u). A newer version of ScummVM is needed", meta.version, CURRENT_SAVEGAME_VERSION);
	}

	if (!saveOrLoadGameData(in, nullptr, &meta)) {
		delete in;
		return false;
	}

	delete in;

	_lastGameMode = _gameMode;

	if (_gameMode == GAMEMODE_AWAYMISSION) {
		for (int i = 0; i < NUM_ACTORS; i++) {
			Actor *a = &_actorList[i];
			if (a->spriteDrawn) {
				if (a->animType != 1)
					a->animFile = loadFile(Common::String(a->animFilename) + ".anm");
				_gfx->addSprite(&a->sprite);
				a->sprite.setBitmap(loadAnimationFrame(a->bitmapFilename, a->scale));
			}
		}
	} else if (_gameMode == -1) {
		initBridge(true);
		_lastGameMode = GAMEMODE_BRIDGE;
		// TODO: mode change
	} else {
		_txtFilename = _missionToLoad;
		initBridge(false);
		// TODO: mode change
	}

	return true;
}
コード例 #7
0
ファイル: saveload.cpp プロジェクト: AdamRi/scummvm-pink
void AgiEngine::checkQuickLoad() {
	if (ConfMan.hasKey("save_slot")) {
		Common::String saveNameBuffer = getSavegameFilename(ConfMan.getInt("save_slot"));

		_sprites->eraseBoth();
		_sound->stopSound();

		if (loadGame(saveNameBuffer, false) == errOK) {	 // Do not check game id
			_game.exitAllLogics = 1;
			_menu->enableAll();
		}
	}
}
コード例 #8
0
ファイル: saveload.cpp プロジェクト: 33d/scummvm
void KyraEngine_v1::loadGameStateCheck(int slot) {
	// FIXME: Instead of throwing away the error returned by
	// loadGameState, we should use it / augment it.
	if (loadGameState(slot).getCode() != Common::kNoError) {
		const char *filename = getSavegameFilename(slot);
		Common::String errorMessage = "Could not load savegame: '";
		errorMessage += filename;
		errorMessage += "'";

		GUIErrorMessage(errorMessage);
		error("%s", errorMessage.c_str());
	}
}
コード例 #9
0
ファイル: saveload.cpp プロジェクト: AdamRi/scummvm-pink
Common::Error AgiEngine::loadGameState(int slot) {
	Common::String saveLoadSlot = getSavegameFilename(slot);

	_sprites->eraseBoth();
	_sound->stopSound();

	if (loadGame(saveLoadSlot) == errOK) {
		_game.exitAllLogics = 1;
		_menu->enableAll();
		return Common::kNoError;
	} else {
		return Common::kUnknownError;
	}
}
コード例 #10
0
ファイル: saveload.cpp プロジェクト: 33d/scummvm
bool KyraEngine_v1::saveFileLoadable(int slot) {
	if (slot < 0 || slot > 999)
		return false;

	SaveHeader header;
	Common::SeekableReadStream *in = openSaveForReading(getSavegameFilename(slot), header);

	if (in) {
		delete in;
		return true;
	}

	return false;
}
コード例 #11
0
ファイル: saveload.cpp プロジェクト: AdamRi/scummvm-pink
int AgiEngine::loadGameSimple() {
	int rc = 0;

	Common::String fileName = getSavegameFilename(0);

	_sprites->eraseBoth();
	_sound->stopSound();
	closeWindow();

	if ((rc = loadGame(fileName)) == errOK) {
		messageBox("Game restored.");
		_game.exitAllLogics = 1;
		_menu->enableAll();
	} else {
		messageBox("Error restoring game.");
	}

	return rc;
}
コード例 #12
0
ファイル: saveload.cpp プロジェクト: AdamRi/scummvm-pink
int AgiEngine::loadGameDialog() {
	int rc, slot = 0;
	int hm, vm, hp, vp;	// box margins
	int w;

	hm = 1;
	vm = 3;
	hp = hm * CHAR_COLS;
	vp = vm * CHAR_LINES;
	w = (40 - 2 * hm) - 1;

	_sprites->eraseBoth();
	_sound->stopSound();

	drawWindow(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
	printText("Select a game which you wish to\nrestore:",
			0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOR);

	slot = selectSlot();

	if (slot < 0) {
		if (slot == -1) // slot = -2 when GMM was launched
			messageBox("Game NOT restored.");

		return errOK;
	}

	Common::String fileName = getSavegameFilename(_firstSlot + slot);

	if ((rc = loadGame(fileName)) == errOK) {
		messageBox("Game restored.");
		_game.exitAllLogics = 1;
		_menu->enableAll();
	} else {
		messageBox("Error restoring game.");
	}

	return rc;
}
コード例 #13
0
ファイル: cycle.cpp プロジェクト: bluegr/scummvm
int AgiEngine::playGame() {
	int ec = errOK;

	debugC(2, kDebugLevelMain, "initializing...");
	debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());

	_sound->stopSound();
	_gfx->clearScreen(0);

	_game.horizon = HORIZON;
	_game.playerControl = false;

	setflag(fLogicZeroFirsttime, true);	// not in 2.917
	setflag(fNewRoomExec, true);	// needed for MUMG and SQ2!
	setflag(fSoundOn, true);	// enable sound
	setvar(vTimeDelay, 2);	// "normal" speed

	_game.gfxMode = true;
	_game.clockEnabled = true;
	_game.lineUserInput = 22;

	// We run AGIMOUSE always as a side effect
	if (getFeatures() & GF_AGIMOUSE || true)
		debug(1, "Using AGI Mouse 1.0 protocol");

	if (getFeatures() & GF_AGIPAL)
		debug(1, "Running AGIPAL game");

	debug(0, "Running AGI script.\n");

	setflag(fEnteredCli, false);
	setflag(fSaidAcceptedInput, false);
	_game.vars[vWordNotFound] = 0;
	_game.vars[vKey] = 0;

	debugC(2, kDebugLevelMain, "Entering main loop");
	bool firstLoop = !getflag(fRestartGame); // Do not restore on game restart

	do {

		if (!mainCycle())
			continue;

		if (getvar(vTimeDelay) == 0 || (1 + _clockCount) % getvar(vTimeDelay) == 0) {
			if (!_game.hasPrompt && _game.inputMode == INPUT_NORMAL) {
				writePrompt();
				_game.hasPrompt = 1;
			} else if (_game.hasPrompt && _game.inputMode == INPUT_NONE) {
				writePrompt();
				_game.hasPrompt = 0;
			}

			interpretCycle();

			// Check if the user has asked to load a game from the command line
			// or the launcher
			if (firstLoop) {
				checkQuickLoad();
				firstLoop = false;
			}

			setflag(fEnteredCli, false);
			setflag(fSaidAcceptedInput, false);
			_game.vars[vWordNotFound] = 0;
			_game.vars[vKey] = 0;
		}

		if (shouldPerformAutoSave(_lastSaveTime)) {
			saveGame(getSavegameFilename(0), "Autosave");
		}

	} while (!(shouldQuit() || _restartGame));

	_sound->stopSound();

	return ec;
}
コード例 #14
0
ファイル: saveload.cpp プロジェクト: 33d/scummvm
const char *KyraEngine_v1::getSavegameFilename(int num) {
	_savegameFilename = getSavegameFilename(_targetName, num);
	return _savegameFilename.c_str();
}
コード例 #15
0
ファイル: saveload.cpp プロジェクト: mauimauer/scummvm
Common::Error ToltecsEngine::saveGameState(int slot, const Common::String &description) {
	const char *fileName = getSavegameFilename(slot);
	savegame(fileName, description.c_str());
	return Common::kNoError;
}
コード例 #16
0
ファイル: saveload.cpp プロジェクト: mauimauer/scummvm
Common::Error ToltecsEngine::loadGameState(int slot) {
	const char *fileName = getSavegameFilename(slot);
	loadgame(fileName);
	return Common::kNoError;
}
コード例 #17
0
ファイル: saveload.cpp プロジェクト: CobaltBlues/scummvm
bool BbvsEngine::existsSavegame(int num) {
	return _system->getSavefileManager()->listSavefiles(getSavegameFilename(_targetName, num)).size() != 0;
}
コード例 #18
0
ファイル: saveload.cpp プロジェクト: MaddTheSane/scummvm
Common::Error NeverhoodEngine::saveGameState(int slot, const Common::String &description) {
	const char *fileName = getSavegameFilename(slot);
	if (!savegame(fileName, description.c_str()))
		return Common::kWritingFailed;
	return Common::kNoError;
}
コード例 #19
0
Common::Error KyraEngine_MR::saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumb) {
	const char *fileName = getSavegameFilename(slot);

	Common::OutSaveFile *out = openSaveForWriting(fileName, saveName, thumb);
	if (!out)
		return _saveFileMan->getError();

	_timer->saveDataToFile(*out);

	out->writeUint32BE(sizeof(_flagsTable));
	out->write(_flagsTable, sizeof(_flagsTable));

	out->writeSint16BE(_lastMusicCommand);
	out->writeByte(_currentChapter);
	out->writeByte(_characterShapeFile);
	out->writeByte(_album.curPage);
	out->writeSint16BE(_score);
	out->writeSint16BE(_scoreMax);
	out->writeByte(_malcolmsMood);
	for (int i = 0; i < 30; ++i)
		out->write(_conversationState[i], 30);
	out->write(_newSceneDlgState, 40);
	for (int i = 0; i < 100; ++i)
		out->writeSint16BE(_hiddenItems[i]);
	out->write(_scoreFlagTable, 26);

	out->writeUint16BE(_mainCharacter.sceneId);
	out->writeSint16BE(_mainCharacter.dlgIndex);
	out->writeByte(_mainCharacter.height);
	out->writeByte(_mainCharacter.facing);
	out->writeUint16BE(_mainCharacter.animFrame);
	out->writeByte(_mainCharacter.walkspeed);
	for (int i = 0; i < 10; ++i)
		out->writeUint16BE(_mainCharacter.inventory[i]);
	out->writeSint16BE(_mainCharacter.x1);
	out->writeSint16BE(_mainCharacter.y1);
	out->writeSint16BE(_mainCharacter.x2);
	out->writeSint16BE(_mainCharacter.y2);
	out->writeSint16BE(_mainCharacter.x3);
	out->writeSint16BE(_mainCharacter.y3);

	for (int i = 0; i < 50; ++i) {
		out->writeSint16BE(_itemList[i].id);
		out->writeUint16BE(_itemList[i].sceneId);
		out->writeSint16BE(_itemList[i].x);
		out->writeSint16BE(_itemList[i].y);
	}

	for (int i = 0; i < 88; ++i) {
		out->write(_talkObjectList[i].filename, 13);
		out->writeByte(_talkObjectList[i].sceneAnim);
		out->writeByte(_talkObjectList[i].sceneScript);
		out->writeSint16BE(_talkObjectList[i].x);
		out->writeSint16BE(_talkObjectList[i].y);
		out->writeByte(_talkObjectList[i].color);
		out->writeByte(_talkObjectList[i].sceneId);
	}

	for (int i = 0; i < 98; ++i) {
		out->write(_sceneList[i].filename1, 10);
		out->write(_sceneList[i].filename2, 10);
		out->writeUint16BE(_sceneList[i].exit1);
		out->writeUint16BE(_sceneList[i].exit2);
		out->writeUint16BE(_sceneList[i].exit3);
		out->writeUint16BE(_sceneList[i].exit4);
		out->writeByte(_sceneList[i].flags);
		out->writeByte(_sceneList[i].sound);
	}

	out->writeSint16BE(_itemInHand);
	out->writeUint16BE(_sceneExit1);
	out->writeUint16BE(_sceneExit2);
	out->writeUint16BE(_sceneExit3);
	out->writeUint16BE(_sceneExit4);

	out->finalize();

	// check for errors
	if (out->err()) {
		warning("Can't write file '%s'. (Disk full?)", fileName);
		return Common::kUnknownError;
	} else {
		debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);
	}

	delete out;
	return Common::kNoError;
}
コード例 #20
0
ファイル: cycle.cpp プロジェクト: ottogin/scummvm
int AgiEngine::playGame() {
	int ec = errOK;
	const AgiAppleIIgsDelayOverwriteGameEntry *appleIIgsDelayOverwrite = nullptr;
	const AgiAppleIIgsDelayOverwriteRoomEntry *appleIIgsDelayRoomOverwrite = nullptr;

	debugC(2, kDebugLevelMain, "initializing...");
	debugC(2, kDebugLevelMain, "game version = 0x%x", getVersion());

	_sound->stopSound();

	// We need to do this accurately and reset the AGI priorityscreen to 4
	// otherwise at least the fan game Nick's Quest will go into an endless
	// loop, because the game draws views before it draws the first background picture.
	// For further study see bug #3451122
	_gfx->clear(0, 4);

	_game.horizon = 36;
	_game.playerControl = false;

	setFlag(VM_FLAG_LOGIC_ZERO_FIRST_TIME, true); // not in 2.917
	setFlag(VM_FLAG_NEW_ROOM_EXEC, true);         // needed for MUMG and SQ2!
	setFlag(VM_FLAG_SOUND_ON, true);              // enable sound
	// do not set VM_VAR_TIME_DELAY, original AGI did not do it (in the data segment it was simply set to 0)

	_game.gfxMode = true;
	_text->promptRow_Set(22);

	// We run AGIMOUSE always as a side effect
	//if (getFeatures() & GF_AGIMOUSE)
		debug(1, "Using AGI Mouse 1.0 protocol");

	if (getFeatures() & GF_AGIPAL)
		debug(1, "Running AGIPAL game");

	debug(0, "Running AGI script.\n");

	setFlag(VM_FLAG_ENTERED_CLI, false);
	setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
	setVar(VM_VAR_WORD_NOT_FOUND, 0);
	setVar(VM_VAR_KEY, 0);

	debugC(2, kDebugLevelMain, "Entering main loop");
	bool firstLoop = !getFlag(VM_FLAG_RESTART_GAME); // Do not restore on game restart

	if (firstLoop) {
		if (ConfMan.hasKey("save_slot")) {
			// quick restore enabled
			_game.automaticRestoreGame = true;
		}
	}

	artificialDelay_Reset();

	if (getPlatform() == Common::kPlatformApple2GS) {
		// Look up, if there is a time delay overwrite table for the current game
		appleIIgsDelayOverwrite = appleIIgsDelayOverwriteGameTable;
		while (appleIIgsDelayOverwrite->gameId != GID_AGIDEMO) {
			if (appleIIgsDelayOverwrite->gameId == getGameID())
				break; // game found
			appleIIgsDelayOverwrite++;
		}		
	}

	do {
		processAGIEvents();

		inGameTimerUpdate();

		uint16 timeDelay = getVar(VM_VAR_TIME_DELAY);

		if (getPlatform() == Common::kPlatformApple2GS) {
			timeDelay++;
			// It seems that either Apple IIgs ran very slowly or that the delay in its interpreter was not working as everywhere else
			// Most games on that platform set the delay to 0, which means no delay in DOS
			// Gold Rush! even "optimizes" itself when larger sprites are on the screen it sets TIME_DELAY to 0.
			// Normally that game runs at TIME_DELAY 1.
			// Maybe a script patch for this game would make sense.
			// TODO: needs further investigation

			int16 timeDelayOverwrite = -99;

			// Now check, if we got a time delay overwrite entry for current room
			if (appleIIgsDelayOverwrite->roomTable) {
				byte curRoom = getVar(VM_VAR_CURRENT_ROOM);

				appleIIgsDelayRoomOverwrite = appleIIgsDelayOverwrite->roomTable;
				while (appleIIgsDelayRoomOverwrite->fromRoom >= 0) {
					if ((appleIIgsDelayRoomOverwrite->fromRoom <= curRoom) && (appleIIgsDelayRoomOverwrite->toRoom >= curRoom)) {
						if (appleIIgsDelayRoomOverwrite->onlyWhenPlayerNotInControl) {
							if (_game.playerControl) {
								// Player is actually currently in control? -> then skip this entry
								appleIIgsDelayRoomOverwrite++;
								continue;
							}
						}
						timeDelayOverwrite = appleIIgsDelayRoomOverwrite->timeDelayOverwrite;
						break;
					}
					appleIIgsDelayRoomOverwrite++;
				}

				if (timeDelayOverwrite == -99) {
					// use default time delay in case no room specific one was found
					timeDelayOverwrite = appleIIgsDelayOverwrite->defaultTimeDelayOverwrite;
				}
			} else {
				timeDelayOverwrite = appleIIgsDelayOverwrite->defaultTimeDelayOverwrite;
			}

			if (timeDelayOverwrite >= 0) {
				if (timeDelayOverwrite != timeDelay) {
					// delayOverwrite is not the same as the delay taken from the scripts? overwrite it
					warning("AppleIIgs: time delay overwrite from %d to %d", timeDelay, timeDelayOverwrite);

					setVar(VM_VAR_TIME_DELAY, timeDelayOverwrite - 1); // adjust for Apple IIgs
					timeDelay = timeDelayOverwrite;
				}
			}
		}

		if (_passedPlayTimeCycles >= timeDelay) {
			inGameTimerResetPassedCycles();

			interpretCycle();

			// Check if the user has asked to load a game from the command line
			// or the launcher
			if (_game.automaticRestoreGame) {
				_game.automaticRestoreGame = false;
				checkQuickLoad();
			}

			setFlag(VM_FLAG_ENTERED_CLI, false);
			setFlag(VM_FLAG_SAID_ACCEPTED_INPUT, false);
			setVar(VM_VAR_WORD_NOT_FOUND, 0);
			setVar(VM_VAR_KEY, 0);
		}

		if (shouldPerformAutoSave(_lastSaveTime)) {
			saveGame(getSavegameFilename(0), "Autosave");
		}

	} while (!(shouldQuit() || _restartGame));

	_sound->stopSound();

	return ec;
}
コード例 #21
0
ファイル: saveload_lol.cpp プロジェクト: St0rmcrow/scummvm
Common::Error LoLEngine::loadGameState(int slot) {
	const uint16 *cdf[] = { _charDefsMan, _charDefsWoman, _charDefsKieran, _charDefsMan, _charDefsAkshel };

	const char *fileName = getSavegameFilename(slot);

	SaveHeader header;
	Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
	if (!saveFile) {
		_txt->printMessage(2, "%s", getLangString(0x425d));
		return Common::kNoError;
	}

	_screen->fadeClearSceneWindow(10);
	completeDoorOperations();
	_screen->fillRect(112, 0, 287, 119, 0, 0);
	_screen->updateScreen();

	Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);

	for (int i = 0; i < 4; i++) {
		LoLCharacter *c = &_characters[i];
		c->flags = in.readUint16BE();
		in.read(c->name, 11);
		c->raceClassSex = in.readByte();
		c->id = in.readSint16BE();
		c->curFaceFrame = in.readByte();
		c->tempFaceFrame = in.readByte();
		c->screamSfx = in.readByte();
		for (int ii = 0; ii < 8; ii++)
			c->itemsMight[ii] = in.readUint16BE();
		for (int ii = 0; ii < 8; ii++)
			c->protectionAgainstItems[ii] = in.readUint16BE();
		c->itemProtection = in.readUint16BE();
		c->hitPointsCur = in.readSint16BE();
		c->hitPointsMax = in.readUint16BE();
		c->magicPointsCur = in.readSint16BE();
		c->magicPointsMax = in.readUint16BE();
		c->field_41 = in.readByte();
		c->damageSuffered = in.readUint16BE();
		c->weaponHit = in.readUint16BE();
		c->totalMightModifier = in.readUint16BE();
		c->totalProtectionModifier = in.readUint16BE();
		c->might = in.readUint16BE();
		c->protection = in.readUint16BE();
		c->nextAnimUpdateCountdown = in.readSint16BE();
		for (int ii = 0; ii < 11; ii++)
			c->items[ii] = in.readUint16BE();
		for (int ii = 0; ii < 3; ii++)
			c->skillLevels[ii] = in.readByte();
		for (int ii = 0; ii < 3; ii++)
			c->skillModifiers[ii] = in.readSByte();
		for (int ii = 0; ii < 3; ii++)
			c->experiencePts[ii] = in.readUint32BE();
		for (int ii = 0; ii < 5; ii++)
			c->characterUpdateEvents[ii] = in.readByte();
		for (int ii = 0; ii < 5; ii++)
			c->characterUpdateDelay[ii] = in.readByte();

		if (c->flags & 1) {
			loadCharFaceShapes(i, c->id);
			c->defaultModifiers = cdf[c->raceClassSex];
		}
	}

	in.read(_wllBuffer4, 80);

	_currentBlock = in.readUint16BE();
	_partyPosX = in.readUint16BE();
	_partyPosY = in.readUint16BE();
	_updateFlags = in.readUint16BE();
	_scriptDirection = in.readByte();
	_selectedSpell = in.readByte();
	_sceneDefaultUpdate = in.readByte();
	_compassBroken = in.readByte();
	_drainMagic = in.readByte();
	_currentDirection = in.readUint16BE();
	_compassDirection = in.readUint16BE();
	_selectedCharacter = in.readSByte();
	_currentLevel = in.readByte();
	for (int i = 0; i < 48; i++)
		_inventory[i] = in.readSint16BE();
	_inventoryCurItem = in.readSint16BE();
	_itemInHand = in.readSint16BE();
	_lastMouseRegion = in.readSint16BE();

	if (header.version <= 15) {
		uint16 flags[40];
		memset(flags, 0, sizeof(flags));

		if (header.version == 14) {
			for (int i = 0; i < 16; i++)
				flags[i] = in.readUint16BE();
			flags[26] = in.readUint16BE();
			flags[36] = in.readUint16BE();
		} else if (header.version == 15) {
			for (int i = 0; i < 40; i++)
				flags[i] = in.readUint16BE();
		}

		memset(_flagsTable, 0, sizeof(_flagsTable));
		for (uint i = 0; i < ARRAYSIZE(flags); ++i) {
			for (uint k = 0; k < 16; ++k) {
				if (flags[i] & (1 << k))
					setGameFlag(((i << 4) & 0xFFF0) | (k & 0x000F));
			}
		}
	} else {
		uint32 flagsSize = in.readUint32BE();
		assert(flagsSize <= sizeof(_flagsTable));
		in.read(_flagsTable, flagsSize);
	}

	for (int i = 0; i < 24; i++)
		_globalScriptVars[i] = in.readUint16BE();
	_brightness = in.readByte();
	_lampOilStatus = in.readByte();
	_lampEffect = in.readSByte();
	_credits = in.readUint16BE();
	for (int i = 0; i < 8; i++)
		_globalScriptVars2[i] = in.readUint16BE();
	in.read(_availableSpells, 7);
	_hasTempDataFlags = in.readUint32BE();

	for (int i = 0; i < 400; i++) {
		ItemInPlay *t = &_itemsInPlay[i];
		t->nextAssignedObject = in.readUint16BE();
		t->nextDrawObject = in.readUint16BE();
		t->flyingHeight = in.readByte();
		t->block = in.readUint16BE();
		t->x = in.readUint16BE();
		t->y = in.readUint16BE();
		t->level = in.readSByte();
		t->itemPropertyIndex = in.readUint16BE();
		t->shpCurFrame_flg = in.readUint16BE();
		t->destDirection = in.readByte();
		t->hitOffsX = in.readSByte();
		t->hitOffsY = in.readSByte();
		t->currentSubFrame = in.readByte();
	}

	for (int i = 0; i < 1024; i++) {
		LevelBlockProperty *l = &_levelBlockProperties[i];
		l->assignedObjects = l->drawObjects = 0;
		l->direction = 5;
	}

	for (int i = 0; i < 29; i++) {
		if (!(_hasTempDataFlags & (1 << i)))
			continue;

		if (_lvlTempData[i]) {
			delete[] _lvlTempData[i]->wallsXorData;
			delete[] _lvlTempData[i]->flags;
			delete[] _lvlTempData[i]->monsters;
			delete[] _lvlTempData[i]->flyingObjects;
			delete _lvlTempData[i];
		}

		_lvlTempData[i] = new LevelTempData;
		_lvlTempData[i]->wallsXorData = new uint8[4096];
		_lvlTempData[i]->flags = new uint8[1024];
		_lvlTempData[i]->monsters = new MonsterInPlay[30];
		_lvlTempData[i]->flyingObjects = new FlyingObject[8];
		LevelTempData *l = _lvlTempData[i];

		in.read(l->wallsXorData, 4096);
		in.read(l->flags, 1024);

		for (int ii = 0; ii < 30; ii++) {
			MonsterInPlay *m = &l->monsters[ii];
			m->nextAssignedObject = in.readUint16BE();
			m->nextDrawObject = in.readUint16BE();
			m->flyingHeight = in.readByte();
			m->block = in.readUint16BE();
			m->x = in.readUint16BE();
			m->y = in.readUint16BE();
			m->shiftStep = in.readSByte();
			m->destX = in.readUint16BE();
			m->destY = in.readUint16BE();
			m->destDirection = in.readByte();
			m->hitOffsX = in.readSByte();
			m->hitOffsY = in.readSByte();
			m->currentSubFrame = in.readByte();
			m->mode = in.readByte();
			m->fightCurTick = in.readSByte();
			m->id = in.readByte();
			m->direction = in.readByte();
			m->facing = in.readByte();
			m->flags = in.readUint16BE();
			m->damageReceived = in.readUint16BE();
			m->hitPoints = in.readSint16BE();
			m->speedTick = in.readByte();
			m->type = in.readByte();
			m->numDistAttacks = in.readByte();
			m->curDistWeapon = in.readByte();
			m->distAttackTick = in.readSByte();
			m->assignedItems = in.readUint16BE();
			m->properties = &_monsterProperties[m->type];
			in.read(m->equipmentShapes, 4);
		}

		for (int ii = 0; ii < 8; ii++) {
			FlyingObject *m = &l->flyingObjects[ii];
			m->enable = in.readByte();
			m->objectType = in.readByte();
			m->attackerId = in.readUint16BE();
			m->item = in.readSint16BE();
			m->x = in.readUint16BE();
			m->y = in.readUint16BE();
			m->flyingHeight = in.readByte();
			m->direction = in.readByte();
			m->distance = in.readByte();
			m->field_D = in.readSByte();
			m->c = in.readByte();
			m->flags = in.readByte();
			m->wallFlags = in.readByte();
		}
		l->monsterDifficulty = in.readByte();
	}

	calcCharPortraitXpos();
	memset(_moneyColumnHeight, 0, sizeof(_moneyColumnHeight));
	int t = _credits;
	_credits = 0;
	giveCredits(t, 0);
	setDelayedCursorUpdate();
	loadLevel(_currentLevel);
	gui_drawPlayField();
	timerSpecialCharacterUpdate(0);
	_flagsTable[73] |= 0x08;

	while (!_screen->isMouseVisible())
		_screen->showMouse();

	return Common::kNoError;
}
コード例 #22
0
ファイル: saveload_lol.cpp プロジェクト: St0rmcrow/scummvm
Common::Error LoLEngine::saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumbnail) {
	const char *fileName = getSavegameFilename(slot);

	Common::OutSaveFile *out = openSaveForWriting(fileName, saveName, thumbnail);
	if (!out)
		return _saveFileMan->getError();

	completeDoorOperations();
	generateTempData();

	for (int i = 0; i < 4; i++) {
		LoLCharacter *c = &_characters[i];
		out->writeUint16BE(c->flags);
		out->write(c->name, 11);
		out->writeByte(c->raceClassSex);
		out->writeSint16BE(c->id);
		out->writeByte(c->curFaceFrame);
		out->writeByte(c->tempFaceFrame);
		out->writeByte(c->screamSfx);
		for (int ii = 0; ii < 8; ii++)
			out->writeUint16BE(c->itemsMight[ii]);
		for (int ii = 0; ii < 8; ii++)
			out->writeUint16BE(c->protectionAgainstItems[ii]);
		out->writeUint16BE(c->itemProtection);
		out->writeSint16BE(c->hitPointsCur);
		out->writeUint16BE(c->hitPointsMax);
		out->writeSint16BE(c->magicPointsCur);
		out->writeUint16BE(c->magicPointsMax);
		out->writeByte(c->field_41);
		out->writeUint16BE(c->damageSuffered);
		out->writeUint16BE(c->weaponHit);
		out->writeUint16BE(c->totalMightModifier);
		out->writeUint16BE(c->totalProtectionModifier);
		out->writeUint16BE(c->might);
		out->writeUint16BE(c->protection);
		out->writeSint16BE(c->nextAnimUpdateCountdown);
		for (int ii = 0; ii < 11; ii++)
			out->writeUint16BE(c->items[ii]);
		for (int ii = 0; ii < 3; ii++)
			out->writeByte(c->skillLevels[ii]);
		for (int ii = 0; ii < 3; ii++)
			out->writeSByte(c->skillModifiers[ii]);
		for (int ii = 0; ii < 3; ii++)
			out->writeUint32BE(c->experiencePts[ii]);
		for (int ii = 0; ii < 5; ii++)
			out->writeByte(c->characterUpdateEvents[ii]);
		for (int ii = 0; ii < 5; ii++)
			out->writeByte(c->characterUpdateDelay[ii]);
	}

	out->write(_wllBuffer4, 80);

	out->writeUint16BE(_currentBlock);
	out->writeUint16BE(_partyPosX);
	out->writeUint16BE(_partyPosY);
	out->writeUint16BE(_updateFlags);
	out->writeByte(_scriptDirection);
	out->writeByte(_selectedSpell);
	out->writeByte(_sceneDefaultUpdate);
	out->writeByte(_compassBroken);
	out->writeByte(_drainMagic);
	out->writeUint16BE(_currentDirection);
	out->writeUint16BE(_compassDirection);
	out->writeSByte(_selectedCharacter);
	out->writeByte(_currentLevel);
	for (int i = 0; i < 48; i++)
		out->writeSint16BE(_inventory[i]);
	out->writeSint16BE(_inventoryCurItem);
	out->writeSint16BE(_itemInHand);
	out->writeSint16BE(_lastMouseRegion);
	out->writeUint32BE(ARRAYSIZE(_flagsTable));
	out->write(_flagsTable, ARRAYSIZE(_flagsTable));
	for (int i = 0; i < 24; i++)
		out->writeUint16BE(_globalScriptVars[i]);
	out->writeByte(_brightness);
	out->writeByte(_lampOilStatus);
	out->writeSByte(_lampEffect);
	out->writeUint16BE(_credits);
	for (int i = 0; i < 8; i++)
		out->writeUint16BE(_globalScriptVars2[i]);
	out->write(_availableSpells, 7);
	out->writeUint32BE(_hasTempDataFlags);

	resetItems(0);

	for (int i = 0; i < 400; i++) {
		ItemInPlay *t = &_itemsInPlay[i];
		out->writeUint16BE(t->nextAssignedObject);
		out->writeUint16BE(t->nextDrawObject);
		out->writeByte(t->flyingHeight);
		out->writeUint16BE(t->block);
		out->writeUint16BE(t->x);
		out->writeUint16BE(t->y);
		out->writeSByte(t->level);
		out->writeUint16BE(t->itemPropertyIndex);
		out->writeUint16BE(t->shpCurFrame_flg);
		out->writeByte(t->destDirection);
		out->writeSByte(t->hitOffsX);
		out->writeSByte(t->hitOffsY);
		out->writeByte(t->currentSubFrame);
	}

	addLevelItems();

	for (int i = 0; i < 29; i++) {
		LevelTempData *l = _lvlTempData[i];
		if (!l || !(_hasTempDataFlags & (1 << i)))
			continue;

		out->write(l->wallsXorData, 4096);
		out->write(l->flags, 1024);

		for (int ii = 0; ii < 30; ii++) {
			MonsterInPlay *m = &l->monsters[ii];
			out->writeUint16BE(m->nextAssignedObject);
			out->writeUint16BE(m->nextDrawObject);
			out->writeByte(m->flyingHeight);
			out->writeUint16BE(m->block);
			out->writeUint16BE(m->x);
			out->writeUint16BE(m->y);
			out->writeSByte(m->shiftStep);
			out->writeUint16BE(m->destX);
			out->writeUint16BE(m->destY);
			out->writeByte(m->destDirection);
			out->writeSByte(m->hitOffsX);
			out->writeSByte(m->hitOffsY);
			out->writeByte(m->currentSubFrame);
			out->writeByte(m->mode);
			out->writeSByte(m->fightCurTick);
			out->writeByte(m->id);
			out->writeByte(m->direction);
			out->writeByte(m->facing);
			out->writeUint16BE(m->flags);
			out->writeUint16BE(m->damageReceived);
			out->writeSint16BE(m->hitPoints);
			out->writeByte(m->speedTick);
			out->writeByte(m->type);
			out->writeByte(m->numDistAttacks);
			out->writeByte(m->curDistWeapon);
			out->writeSByte(m->distAttackTick);
			out->writeUint16BE(m->assignedItems);
			out->write(m->equipmentShapes, 4);
		}

		for (int ii = 0; ii < 8; ii++) {
			FlyingObject *m = &l->flyingObjects[ii];
			out->writeByte(m->enable);
			out->writeByte(m->objectType);
			out->writeUint16BE(m->attackerId);
			out->writeSint16BE(m->item);
			out->writeUint16BE(m->x);
			out->writeUint16BE(m->y);
			out->writeByte(m->flyingHeight);
			out->writeByte(m->direction);
			out->writeByte(m->distance);
			out->writeSByte(m->field_D);
			out->writeByte(m->c);
			out->writeByte(m->flags);
			out->writeByte(m->wallFlags);
		}
		out->writeByte(l->monsterDifficulty);
	}

	out->finalize();

	// check for errors
	if (out->err()) {
		warning("Can't write file '%s'. (Disk full?)", fileName);
		return Common::kUnknownError;
	} else {
		debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);
	}

	delete out;
	return Common::kNoError;
}
コード例 #23
0
Common::Error KyraEngine_MR::loadGameState(int slot) {
	const char *fileName = getSavegameFilename(slot);

	SaveHeader header;
	Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
	if (!saveFile) {
		showMessageFromCCode(17, 0xB3, 0);
		snd_playSoundEffect(0x0D, 0xC8);
		return Common::kUnknownError;
	}

	if (header.originalSave)
		warning("Trying to load savegame from original interpreter, while this is possible, it is not officially supported");

	if (_inventoryState) {
		updateCharacterAnim(0);
		restorePage3();
		drawAnimObjects();
		_inventoryState = true;
		refreshAnimObjects(0);
		hideInventory();
	}

	_deathHandler = -1;
	if (!_unkSceneScreenFlag1)
		_lastMusicCommand = -1;

	int curShapes = _characterShapeFile;

	Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);

	_screen->hideMouse();

	if (!header.originalSave) {
		_timer->loadDataFromFile(in, header.version);

		uint32 flagsSize = in.readUint32BE();
		assert(flagsSize <= sizeof(_flagsTable));
		in.read(_flagsTable, flagsSize);
	}

	_lastMusicCommand = in.readSint16();
	_currentChapter = in.readByte();
	_characterShapeFile = in.readByte();

	if (header.version >= 12 || header.originalSave)
		_album.curPage = in.readByte();
	if (header.originalSave)
		in.readByte();

	_score = in.readSint16();
	_scoreMax = in.readSint16();
	_malcolmsMood = in.readByte();

	if (header.originalSave)
		in.seek(8, SEEK_CUR);

	for (int i = 0; i < 30; ++i)
		in.read(_conversationState[i], 30);

	if (!header.originalSave) {
		in.read(_newSceneDlgState, 40);
	} else {
		for (int i = 0; i < 40; ++i)
			_newSceneDlgState[i] = in.readUint16();
	}

	for (int i = 0; i < 100; ++i)
		_hiddenItems[i] = in.readSint16();

	if (header.originalSave)
		in.read(_flagsTable, 69);
	in.read(_scoreFlagTable, 26);

	_mainCharacter.sceneId = in.readUint16();
	_mainCharacter.dlgIndex = in.readSint16();
	_mainCharacter.height = in.readByte();
	_mainCharacter.facing = in.readByte();
	_mainCharacter.animFrame = in.readUint16();
	if (!header.originalSave) {
		_mainCharacter.walkspeed = in.readByte();
	} else {
		in.seek(2, SEEK_CUR);
		_mainCharacter.walkspeed = in.readUint32();
	}
	for (int i = 0; i < 10; ++i)
		_mainCharacter.inventory[i] = in.readUint16();
	_mainCharacter.x1 = in.readSint16();
	_mainCharacter.y1 = in.readSint16();
	_mainCharacter.x2 = in.readSint16();
	_mainCharacter.y2 = in.readSint16();
	_mainCharacter.x3 = in.readSint16();
	_mainCharacter.y3 = in.readSint16();

	for (int i = 0; i < 50; ++i) {
		_itemList[i].id = in.readSint16();
		_itemList[i].sceneId = in.readUint16();
		_itemList[i].x = in.readSint16();
		_itemList[i].y = in.readSint16();
		if (header.version <= 9 || header.originalSave)
			in.readUint16();
	}

	for (int i = 0; i < 88; ++i) {
		in.read(_talkObjectList[i].filename, 13);
		_talkObjectList[i].sceneAnim = in.readByte();
		_talkObjectList[i].sceneScript = in.readByte();
		_talkObjectList[i].x = in.readSint16();
		_talkObjectList[i].y = in.readSint16();
		_talkObjectList[i].color = in.readByte();
		if (header.version >= 13 || header.originalSave)
			_talkObjectList[i].sceneId = in.readByte();
	}

	for (int i = 0; i < 98; ++i) {
		if (!header.originalSave) {
			in.read(_sceneList[i].filename1, 10);
		} else {
			in.read(_sceneList[i].filename1, 9);
			_sceneList[i].filename1[9] = 0;
		}

		if (!header.originalSave) {
			in.read(_sceneList[i].filename2, 10);
		} else {
			in.read(_sceneList[i].filename2, 9);
			_sceneList[i].filename2[9] = 0;
		}

		_sceneList[i].exit1 = in.readUint16();
		_sceneList[i].exit2 = in.readUint16();
		_sceneList[i].exit3 = in.readUint16();
		_sceneList[i].exit4 = in.readUint16();
		_sceneList[i].flags = in.readByte();
		_sceneList[i].sound = in.readByte();
	}

	_itemInHand = in.readSint16();

	if (header.originalSave) {
		uint32 currentTime = _system->getMillis();

		for (int i = 0; i < 6; ++i)
			_timer->setDelay(i, in.readSint32LE());

		for (int i = 0; i < 6; ++i) {
			if (in.readUint16LE())
				_timer->enable(i);
			else
				_timer->disable(i);
		}

		for (int i = 0; i < 6; ++i)
			_timer->setNextRun(i, currentTime + (in.readUint32LE() * _tickLength));

		_timer->resetNextRun();
	}

	_sceneExit1 = in.readUint16();
	_sceneExit2 = in.readUint16();
	_sceneExit3 = in.readUint16();
	_sceneExit4 = in.readUint16();

	if (saveFile->err() || saveFile->eos()) {
		warning("Load failed ('%s', '%s').", fileName, header.description.c_str());
		return Common::kUnknownError;
	} else {
		debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", header.description.c_str());
	}

	_loadingState = true;
	updateCharacterAnim(0);
	_loadingState = false;

	if (curShapes != _characterShapeFile)
		loadCharacterShapes(_characterShapeFile);

	_mainCharX = _mainCharacter.x2 = _mainCharacter.x1;
	_mainCharY = _mainCharacter.y2 = _mainCharacter.y1;
	_mainCharacter.facing = 4;
	_badConscienceShown = false;
	_badConsciencePosition = false;
	_goodConscienceShown = false;
	_goodConsciencePosition = false;

	enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
	setHandItem(_itemInHand);

	if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
		snd_playWanderScoreViaMap(_lastMusicCommand, 1);
	else if (_lastMusicCommand == -1)
		snd_playWanderScoreViaMap(28, 1);

	while (!_screen->isMouseVisible())
		_screen->showMouse();

	setCommandLineRestoreTimer(7);
	_shownMessage = " ";
	_restoreCommandLine = false;

	// We didn't explicitly set the walk speed, but it's saved as part of
	// the _timers array, so we need to re-sync it with _configWalkspeed.
	setWalkspeed(_configWalkspeed);

	return Common::kNoError;
}
コード例 #24
0
ファイル: saveload_hof.cpp プロジェクト: peres/scummvm
Common::Error KyraEngine_HoF::loadGameState(int slot) {
	const char *fileName = getSavegameFilename(slot);

	SaveHeader header;
	Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
	if (!saveFile) {
		showMessageFromCCode(0x35, 0x84, 0);
		snd_playSoundEffect(0x0D);
		return Common::kUnknownError;
	}

	if (header.originalSave)
		warning("Trying to load savegame from original interpreter, while this is possible, it is not officially supported");

	bool setFlag1EE = (queryGameFlag(0x1EE) != 0);

	_deathHandler = -1;
	if (!_unkSceneScreenFlag1) {
		_sound->beginFadeOut();
		_system->delayMillis(5 * _tickLength);
		_lastMusicCommand = -1;
	}

	int loadedZTable = _characterShapeFile;

	Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);

	_screen->hideMouse();

	if (!header.originalSave) {
		_timer->loadDataFromFile(in, header.version);

		uint32 flagsSize = in.readUint32BE();
		assert(flagsSize <= sizeof(_flagsTable));
		in.read(_flagsTable, flagsSize);
	}

	// usually we have to save the flag set by opcode 10 here
	//word_2AB05 = in.readUint16();
	if (header.originalSave)
		in.readUint16();
	_lastMusicCommand = in.readSint16();
	_newChapterFile = in.readByte();
	_characterShapeFile = in.readByte();
	_cauldronState = in.readByte();
	_colorCodeFlag1 = in.readByte();
	_colorCodeFlag2 = in.readByte();
	_bookCurPage = in.readByte();
	_bookMaxPage = in.readByte();
	for (int i = 0; i < 7; ++i)
		_presetColorCode[i] = in.readByte();
	for (int i = 0; i < 7; ++i)
		_inputColorCode[i] = in.readByte();
	for (int i = 0; i < 25; ++i)
		_cauldronTable[i] = in.readSint16();
	for (int i = 0; i < 20; ++i)
		_hiddenItems[i] = in.readSint16();

	if (header.originalSave) {
		assert(sizeof(_flagsTable) >= 0x41);
		in.read(_flagsTable, 0x41);
	}

	for (int i = 0; i < 19; ++i)
		in.read(_conversationState[i], 14);

	if (!header.originalSave) {
		in.read(_newSceneDlgState, 32);
	} else {
		for (int i = 0; i < 31; ++i)
			_newSceneDlgState[i] = in.readUint16();
	}

	_cauldronUseCount = in.readSint16();

	if (header.originalSave)
		in.seek(6, SEEK_CUR);

	_mainCharacter.sceneId = in.readUint16();
	_mainCharacter.dlgIndex = in.readSint16();
	_mainCharacter.height = in.readByte();
	_mainCharacter.facing = in.readByte();
	_mainCharacter.animFrame = in.readUint16();

	if (header.version <= 10 || header.originalSave)
		in.seek(3, SEEK_CUR);

	for (int i = 0; i < 20; ++i)
		_mainCharacter.inventory[i] = in.readUint16();
	_mainCharacter.x1 = in.readSint16();
	_mainCharacter.y1 = in.readSint16();
	_mainCharacter.x2 = in.readSint16();
	_mainCharacter.y2 = in.readSint16();

	for (int i = 0; i < 30; ++i) {
		_itemList[i].id = in.readSint16();
		_itemList[i].sceneId = in.readUint16();
		_itemList[i].x = in.readSint16();
		_itemList[i].y = in.readByte();
		if (header.version <= 9 || header.originalSave)
			in.readUint16();
	}

	for (int i = 0; i < 72; ++i) {
		in.read(_talkObjectList[i].filename, 13);
		_talkObjectList[i].scriptId = in.readByte();
		_talkObjectList[i].x = in.readSint16();
		_talkObjectList[i].y = in.readSint16();
		_talkObjectList[i].color = in.readByte();
	}

	for (int i = 0; i < 86; ++i) {
		if (!header.originalSave) {
			in.read(_sceneList[i].filename1, 10);
		} else {
			in.read(_sceneList[i].filename1, 9);
			_sceneList[i].filename1[9] = 0;
		}

		_sceneList[i].exit1 = in.readUint16();
		_sceneList[i].exit2 = in.readUint16();
		_sceneList[i].exit3 = in.readUint16();
		_sceneList[i].exit4 = in.readUint16();
		_sceneList[i].flags = in.readByte();
		_sceneList[i].sound = in.readByte();
	}

	_itemInHand = in.readSint16();

	if (header.originalSave) {
		uint32 currentTime = _system->getMillis();

		for (int i = 0; i < 6; ++i)
			_timer->setDelay(i, in.readSint32LE());

		for (int i = 0; i < 6; ++i) {
			if (in.readUint16LE())
				_timer->enable(i);
			else
				_timer->disable(i);
		}

		for (int i = 0; i < 6; ++i)
			_timer->setNextRun(i, currentTime + (in.readUint32LE() * _tickLength));

		_timer->resetNextRun();
	}

	_sceneExit1 = in.readUint16();
	_sceneExit2 = in.readUint16();
	_sceneExit3 = in.readUint16();
	_sceneExit4 = in.readUint16();

	if (saveFile->err() || saveFile->eos()) {
		warning("Load failed ('%s', '%s').", fileName, header.description.c_str());
		return Common::kUnknownError;
	} else {
		debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", header.description.c_str());
	}

	if (loadedZTable != _characterShapeFile)
		loadCharacterShapes(_characterShapeFile);

	_screen->loadBitmap("_PLAYFLD.CPS", 3, 3, 0);
	if (!queryGameFlag(1))
		_screen->copyRegion(0xCE, 0x90, 0xCE, 0x90, 0x2C, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);
	if (!queryGameFlag(2))
		_screen->copyRegion(0xFA, 0x90, 0xFA, 0x90, 0x46, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);
	_screen->loadBitmap("_PLAYALL.CPS", 3, 3, 0);
	if (queryGameFlag(1))
		_screen->copyRegion(0xCE, 0x90, 0xCE, 0x90, 0x2C, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);
	if (queryGameFlag(2))
		_screen->copyRegion(0xFA, 0x90, 0xFA, 0x90, 0x46, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);

	redrawInventory(0);
	int cauldronUseCount = _cauldronUseCount;
	setCauldronState(_cauldronState, 0);
	_cauldronUseCount = cauldronUseCount;
	_mainCharX = _mainCharacter.x2 = _mainCharacter.x1;
	_mainCharY = _mainCharacter.y2 = _mainCharacter.y1;
	_mainCharacter.facing = 4;

	enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
	setDelayedCursorUpdate();

	if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
		snd_playWanderScoreViaMap(_lastMusicCommand, 1);

	while (!_screen->isMouseVisible())
		_screen->showMouse();

	setTimer1DelaySecs(7);
	_shownMessage = " ";
	_fadeMessagePalette = false;

	if (setFlag1EE)
		setGameFlag(0x1EE);

	// We didn't explicitly set the walk speed, but it's saved as part of
	// the _timers array, so we need to re-sync it with _configWalkspeed.
	setWalkspeed(_configWalkspeed);

	return Common::kNoError;
}
コード例 #25
0
ファイル: saveload.cpp プロジェクト: MaddTheSane/scummvm
Common::Error NeverhoodEngine::loadGameState(int slot) {
	const char *fileName = getSavegameFilename(slot);
	if (!loadgame(fileName))
		return Common::kReadingFailed;
	return Common::kNoError;
}
コード例 #26
0
ファイル: saveload_hof.cpp プロジェクト: peres/scummvm
Common::Error KyraEngine_HoF::saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumb) {
	const char *fileName = getSavegameFilename(slot);

	Common::OutSaveFile *out = openSaveForWriting(fileName, saveName, thumb);
	if (!out)
		return _saveFileMan->getError();

	_timer->saveDataToFile(*out);

	out->writeUint32BE(sizeof(_flagsTable));
	out->write(_flagsTable, sizeof(_flagsTable));

	// usually we have to save the flag set by opcode 10 here
	//out->writeUint16BE(word_2AB05);
	out->writeSint16BE(_lastMusicCommand);
	out->writeByte(_newChapterFile);
	out->writeByte(_characterShapeFile);
	out->writeByte(_cauldronState);
	out->writeByte(_colorCodeFlag1);
	out->writeByte(_colorCodeFlag2);
	out->writeByte(_bookCurPage);
	out->writeByte(_bookMaxPage);
	for (int i = 0; i < 7; ++i)
		out->writeByte(_presetColorCode[i]);
	for (int i = 0; i < 7; ++i)
		out->writeByte(_inputColorCode[i]);
	for (int i = 0; i < 25; ++i)
		out->writeSint16BE(_cauldronTable[i]);
	for (int i = 0; i < 20; ++i)
		out->writeSint16BE(_hiddenItems[i]);
	for (int i = 0; i < 19; ++i)
		out->write(_conversationState[i], 14);
	out->write(_newSceneDlgState, 32);
	out->writeSint16BE(_cauldronUseCount);

	out->writeUint16BE(_mainCharacter.sceneId);
	out->writeSint16BE(_mainCharacter.dlgIndex);
	out->writeByte(_mainCharacter.height);
	out->writeByte(_mainCharacter.facing);
	out->writeUint16BE(_mainCharacter.animFrame);
	for (int i = 0; i < 20; ++i)
		out->writeUint16BE(_mainCharacter.inventory[i]);
	out->writeSint16BE(_mainCharacter.x1);
	out->writeSint16BE(_mainCharacter.y1);
	out->writeSint16BE(_mainCharacter.x2);
	out->writeSint16BE(_mainCharacter.y2);

	for (int i = 0; i < 30; ++i) {
		out->writeSint16BE(_itemList[i].id);
		out->writeUint16BE(_itemList[i].sceneId);
		out->writeSint16BE(_itemList[i].x);
		out->writeByte(_itemList[i].y);
	}

	for (int i = 0; i < 72; ++i) {
		out->write(_talkObjectList[i].filename, 13);
		out->writeByte(_talkObjectList[i].scriptId);
		out->writeSint16BE(_talkObjectList[i].x);
		out->writeSint16BE(_talkObjectList[i].y);
		out->writeByte(_talkObjectList[i].color);
	}

	for (int i = 0; i < 86; ++i) {
		out->write(_sceneList[i].filename1, 10);
		out->writeUint16BE(_sceneList[i].exit1);
		out->writeUint16BE(_sceneList[i].exit2);
		out->writeUint16BE(_sceneList[i].exit3);
		out->writeUint16BE(_sceneList[i].exit4);
		out->writeByte(_sceneList[i].flags);
		out->writeByte(_sceneList[i].sound);
	}

	out->writeSint16BE(_itemInHand);
	out->writeUint16BE(_sceneExit1);
	out->writeUint16BE(_sceneExit2);
	out->writeUint16BE(_sceneExit3);
	out->writeUint16BE(_sceneExit4);

	out->finalize();

	// check for errors
	if (out->err()) {
		warning("Can't write file '%s'. (Disk full?)", fileName);
		return Common::kUnknownError;
	} else {
		debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);
	}

	delete out;
	return Common::kNoError;
}
コード例 #27
0
ファイル: saveload.cpp プロジェクト: MaddTheSane/scummvm
const char *NeverhoodEngine::getSavegameFilename(int num) {
	static Common::String filename;
	filename = getSavegameFilename(_targetName, num);
	return filename.c_str();
}
コード例 #28
0
ファイル: saveload_eob.cpp プロジェクト: alexnikleo/scummvm
Common::Error EoBCoreEngine::loadGameState(int slot) {
	// Special slot id -1 for EOB1 party transfer
	const char *fileName = (slot == -1) ? _savegameFilename.c_str() : getSavegameFilename(slot);

	SaveHeader header;
	Common::InSaveFile *saveFile = openSaveForReading(fileName, header, (slot != -1));
	if (!saveFile)
		return Common::Error(Common::kReadingFailed);

	Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);
	_loading = true;

	if (slot != -1)
		_screen->fadeToBlack(10);

	for (int i = 0; i < 6; i++) {
		EoBCharacter *c = &_characters[i];
		c->id = in.readByte();
		c->flags = in.readByte();
		in.read(c->name, 11);
		c->strengthCur = in.readSByte();
		c->strengthMax = in.readSByte();
		c->strengthExtCur = in.readSByte();
		c->strengthExtMax = in.readSByte();
		c->intelligenceCur = in.readSByte();
		c->intelligenceMax = in.readSByte();
		c->wisdomCur = in.readSByte();
		c->wisdomMax = in.readSByte();
		c->dexterityCur = in.readSByte();
		c->dexterityMax = in.readSByte();
		c->constitutionCur = in.readSByte();
		c->constitutionMax = in.readSByte();
		c->charismaCur = in.readSByte();
		c->charismaMax = in.readSByte();
		c->hitPointsCur = in.readSint16BE();
		c->hitPointsMax = in.readSint16BE();
		c->armorClass = in.readSByte();
		c->disabledSlots = in.readByte();
		c->raceSex = in.readByte();
		c->cClass = in.readByte();
		c->alignment = in.readByte();
		c->portrait = in.readSByte();
		if (slot == -1 && c->portrait < 0)
			c->portrait = -c->portrait + 43;
		c->food = in.readByte();
		in.read(c->level, 3);
		for (int ii = 0; ii < 3; ii++)
			c->experience[ii] = in.readUint32BE();
		delete[] c->faceShape;
		c->faceShape = 0;
		in.read(c->mageSpells, 80);
		in.read(c->clericSpells, 80);
		c->mageSpellsAvailableFlags = in.readUint32BE();
		for (int ii = 0; ii < 27; ii++)
			c->inventory[ii] = in.readSint16BE();
		uint32 ct = _system->getMillis();
		for (int ii = 0; ii < 10; ii++) {
			c->timers[ii] = in.readUint32BE();
			if (c->timers[ii])
				c->timers[ii] += ct;
		}
		in.read(c->events, 10);
		in.read(c->effectsRemainder, 4);
		c->effectFlags = in.readUint32BE();
		c->damageTaken = in.readByte();
		in.read(c->slotStatus, 5);
	}

	setupCharacterTimers();

	_screen->loadShapeSetBitmap("CHARGENA", 3, 3);
	for (int i = 0; i < 6; i++) {
		EoBCharacter *c = &_characters[i];
		if (!c->flags || c->portrait < 0)
			continue;
		c->faceShape = _screen->encodeShape((c->portrait % 10) << 2, (c->portrait / 10) << 5, 4, 32, true);
	}

	_screen->loadShapeSetBitmap(_flags.gameID == GI_EOB2 ? "OUTPORTS" : "OUTTAKE", 3, 3);
	for (int i = 0; i < 6; i++) {
		EoBCharacter *c = &_characters[i];
		if (!c->flags || c->portrait >= 0)
			continue;
		c->faceShape = _screen->encodeShape((-(c->portrait + 1)) << 2, _flags.gameID == GI_EOB2 ? 0 : 160, 4, 32, true);
	}
	_screen->_curPage = 0;

	if (slot == -1) {
		// Skip all settings which aren't necessary for party transfer.
		// Jump directly to the items list.
		in.skip(108);
	} else {
		_currentLevel = in.readByte();
		_currentSub = in.readSByte();
		_currentBlock = in.readUint16BE();
		_currentDirection = in.readUint16BE();
		_itemInHand = in.readSint16BE();
		_hasTempDataFlags = in.readUint32BE();
		_partyEffectFlags = in.readUint32BE();

		_updateFlags = in.readUint16BE();
		_compassDirection = in.readUint16BE();
		_currentControlMode = in.readUint16BE();
		_updateCharNum = in.readUint16BE();
		_openBookSpellLevel = in.readSByte();
		_openBookSpellSelectedItem  = in.readSByte();
		_openBookSpellListOffset = in.readSByte();
		_openBookChar = in.readByte();
		_openBookType = in.readByte();
		_openBookCharBackup = in.readByte();
		_openBookTypeBackup = in.readByte();
		_activeSpellCharId = in.readByte();
		_activeSpellCharacterPos = in.readByte();
		_activeSpell = in.readByte();
		_returnAfterSpellCallback = in.readByte() ? true : false;

		_inf->loadState(in);
	}

	for (int i = 0; i < 600; i++) {
		EoBItem *t = &_items[i];
		t->nameUnid = in.readByte();
		t->nameId = in.readByte();
		t->flags = in.readByte();
		t->icon = in.readSByte();
		t->type = in.readSByte();
		t->pos = in.readSByte();
		t->block = in.readSint16BE();
		t->next = in.readSint16BE();
		t->prev = in.readSint16BE();
		t->level = in.readByte();
		t->value = in.readSByte();
	}

	// No more data needed for party transfer
	if (slot == -1) {
		_loading = false;
		return Common::kNoError;
	}

	for (int i = 51; i < 65; i++) {
		EoBItemType *t = &_itemTypes[i];
		t->invFlags = in.readUint16BE();
		t->handFlags = in.readUint16BE();
		t->armorClass = in.readSByte();
		t->allowedClasses = in.readSByte();
		t->requiredHands = in.readSByte();
		t->dmgNumDiceS = in.readSByte();
		t->dmgNumPipsS = in.readSByte();
		t->dmgIncS = in.readSByte();
		t->dmgNumDiceL = in.readSByte();
		t->dmgNumPipsL = in.readSByte();
		t->dmgIncL = in.readSByte();
		t->unk1 = in.readByte();
		t->extraProperties = in.readUint16BE();
	}

	for (int i = 0; i < 18; i++) {
		if (!(_hasTempDataFlags & (1 << i)))
			continue;

		if (_lvlTempData[i]) {
			delete[] _lvlTempData[i]->wallsXorData;
			delete[] _lvlTempData[i]->flags;
			releaseMonsterTempData(_lvlTempData[i]);
			releaseFlyingObjectTempData(_lvlTempData[i]);
			releaseWallOfForceTempData(_lvlTempData[i]);
			delete _lvlTempData[i];
		}

		_lvlTempData[i] = new LevelTempData;
		LevelTempData *l = _lvlTempData[i];
		l->wallsXorData = new uint8[4096];
		l->flags = new uint16[1024];
		EoBMonsterInPlay *lm = new EoBMonsterInPlay[30];
		l->monsters = lm;
		EoBFlyingObject *lf = new EoBFlyingObject[_numFlyingObjects];
		l->flyingObjects = lf;
		WallOfForce *lw = new WallOfForce[5];
		l->wallsOfForce = lw;

		in.read(l->wallsXorData, 4096);
		for (int ii = 0; ii < 1024; ii++)
			l->flags[ii] = in.readByte();

		for (int ii = 0; ii < 30; ii++) {
			EoBMonsterInPlay *m = &lm[ii];
			m->type = in.readByte();
			m->unit = in.readByte();
			m->block = in.readUint16BE();
			m->pos = in.readByte();
			m->dir = in.readSByte();
			m->animStep = in.readByte();
			m->shpIndex = in.readByte();
			m->mode = in.readSByte();
			m->f_9 = in.readSByte();
			m->curAttackFrame = in.readSByte();
			m->spellStatusLeft = in.readSByte();
			m->hitPointsMax = in.readSint16BE();
			m->hitPointsCur = in.readSint16BE();
			m->dest = in.readUint16BE();
			m->randItem = in.readUint16BE();
			m->fixedItem = in.readUint16BE();
			m->flags = in.readByte();
			m->idleAnimState = in.readByte();
			m->curRemoteWeapon = in.readByte();
			m->numRemoteAttacks = in.readByte();
			m->palette = in.readSByte();
			m->directionChanged = in.readByte();
			m->stepsTillRemoteAttack = in.readByte();
			m->sub = in.readByte();
		}

		for (int ii = 0; ii < _numFlyingObjects; ii++) {
			EoBFlyingObject *m = &lf[ii];
			m->enable = in.readByte();
			m->objectType = in.readByte();
			m->attackerId = in.readSint16BE();
			m->item = in.readSint16BE();
			m->curBlock = in.readUint16BE();
			m->u2 = in.readUint16BE();
			m->u1 = in.readByte();
			m->direction = in.readByte();
			m->distance = in.readByte();
			m->callBackIndex = in.readSByte();
			m->curPos = in.readByte();
			m->flags = in.readByte();
			m->unused = in.readByte();
		}

		for (int ii = 0; ii < 5; ii++) {
			WallOfForce *w = &lw[ii];
			w->block = in.readUint16BE();
			w->duration = in.readUint32BE();
		}
	}

	loadLevel(_currentLevel, _currentSub);
	_sceneUpdateRequired = true;
	_screen->setFont(Screen::FID_6_FNT);

	for (int i = 0; i < 6; i++) {
		for (int ii = 0; ii < 10; ii++) {
			if (_characters[i].events[ii] == -57)
				spellCallback_start_trueSeeing();
		}
	}

	_screen->setCurPage(0);
	gui_drawPlayField(false);

	if (_currentControlMode)
		_screen->copyRegion(176, 0, 0, 0, 144, 168, 0, 5, Screen::CR_NO_P_CHECK);

	_screen->setCurPage(0);
	gui_drawAllCharPortraitsWithStats();
	drawScene(1);

	if (_updateFlags) {
		_updateFlags = 0;
		useMagicBookOrSymbol(_openBookChar, _openBookType);
	}

	_screen->copyRegion(0, 120, 0, 0, 176, 24, 0, 12, Screen::CR_NO_P_CHECK);

	gui_toggleButtons();
	setHandItem(_itemInHand);

	while (!_screen->isMouseVisible())
		_screen->showMouse();

	_loading = false;
	_screen->fadeFromBlack(20);
	removeInputTop();

	return Common::kNoError;
}
コード例 #29
0
ファイル: saveload_eob.cpp プロジェクト: alexnikleo/scummvm
Common::Error EoBCoreEngine::saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumbnail) {
	Common::String saveNameTmp;
	const char *fileName = 0;

	// Special slot id -1 to create final save for party transfer
	if (slot == -1) {
		_savegameFilename = _targetName + Common::String(".fin");
		fileName = _savegameFilename.c_str();
		saveNameTmp = _targetName + Common::String(" final");
		saveNameTmp.toUppercase();
		saveName = saveNameTmp.c_str();
	} else {
		fileName = getSavegameFilename(slot);
	}

	Common::OutSaveFile *out = openSaveForWriting(fileName, saveName, thumbnail);
	if (!out)
		return _saveFileMan->getError();

	completeDoorOperations();
	generateTempData();
	advanceTimers(_restPartyElapsedTime);
	_restPartyElapsedTime = 0;

	for (int i = 0; i < 6; i++)
		timerSpecialCharacterUpdate(0x30 + i);

	for (int i = 0; i < 6; i++) {
		EoBCharacter *c = &_characters[i];

		out->writeByte(c->id);
		out->writeByte(c->flags);
		out->write(c->name, 11);
		out->writeSByte(c->strengthCur);
		out->writeSByte(c->strengthMax);
		out->writeSByte(c->strengthExtCur);
		out->writeSByte(c->strengthExtMax);
		out->writeSByte(c->intelligenceCur);
		out->writeSByte(c->intelligenceMax);
		out->writeSByte(c->wisdomCur);
		out->writeSByte(c->wisdomMax);
		out->writeSByte(c->dexterityCur);
		out->writeSByte(c->dexterityMax);
		out->writeSByte(c->constitutionCur);
		out->writeSByte(c->constitutionMax);
		out->writeSByte(c->charismaCur);
		out->writeSByte(c->charismaMax);
		out->writeSint16BE(c->hitPointsCur);
		out->writeSint16BE(c->hitPointsMax);
		out->writeSByte(c->armorClass);
		out->writeByte(c->disabledSlots);
		out->writeByte(c->raceSex);
		out->writeByte(c->cClass);
		out->writeByte(c->alignment);
		out->writeByte(c->portrait);
		out->writeByte(c->food);
		out->write(c->level, 3);
		for (int ii = 0; ii < 3; ii++)
			out->writeUint32BE(c->experience[ii]);
		out->write(c->mageSpells, 80);
		out->write(c->clericSpells, 80);
		out->writeUint32BE(c->mageSpellsAvailableFlags);
		for (int ii = 0; ii < 27; ii++)
			out->writeSint16BE(c->inventory[ii]);
		uint32 ct = _system->getMillis();
		for (int ii = 0; ii < 10; ii++)
			out->writeUint32BE((c->timers[ii] && c->timers[ii] > ct) ? c->timers[ii] - ct : 0);

		out->write(c->events, 10);
		out->write(c->effectsRemainder, 4);
		out->writeUint32BE(c->effectFlags);
		out->writeByte(c->damageTaken);
		out->write(c->slotStatus, 5);
	}

	out->writeByte(_currentLevel);
	out->writeSByte(_currentSub);
	out->writeUint16BE(_currentBlock);
	out->writeUint16BE(_currentDirection);
	out->writeSint16BE(_itemInHand);
	out->writeUint32BE(_hasTempDataFlags);
	out->writeUint32BE(_partyEffectFlags);

	out->writeUint16BE(_updateFlags);
	out->writeUint16BE(_compassDirection);
	out->writeUint16BE(_currentControlMode);
	out->writeUint16BE(_updateCharNum);
	out->writeSByte(_openBookSpellLevel);
	out->writeSByte(_openBookSpellSelectedItem);
	out->writeSByte(_openBookSpellListOffset);
	out->writeByte(_openBookChar);
	out->writeByte(_openBookType);
	out->writeByte(_openBookCharBackup);
	out->writeByte(_openBookTypeBackup);
	out->writeByte(_activeSpellCharId);
	out->writeByte(_activeSpellCharacterPos);
	out->writeByte(_activeSpell);
	out->writeByte(_returnAfterSpellCallback ? 1 : 0);

	_inf->saveState(out);

	for (int i = 0; i < 600; i++) {
		EoBItem *t = &_items[i];
		out->writeByte(t->nameUnid);
		out->writeByte(t->nameId);
		out->writeByte(t->flags);
		out->writeSByte(t->icon);
		out->writeSByte(t->type);
		out->writeSByte(t->pos);
		out->writeSint16BE(t->block);
		out->writeSint16BE(t->next);
		out->writeSint16BE(t->prev);
		out->writeByte(t->level);
		out->writeSByte(t->value);
	}

	for (int i = 51; i < 65; i++) {
		EoBItemType *t = &_itemTypes[i];
		out->writeUint16BE(t->invFlags);
		out->writeUint16BE(t->handFlags);
		out->writeSByte(t->armorClass);
		out->writeSByte(t->allowedClasses);
		out->writeSByte(t->requiredHands);
		out->writeSByte(t->dmgNumDiceS);
		out->writeSByte(t->dmgNumPipsS);
		out->writeSByte(t->dmgIncS);
		out->writeSByte(t->dmgNumDiceL);
		out->writeSByte(t->dmgNumPipsL);
		out->writeSByte(t->dmgIncL);
		out->writeByte(t->unk1);
		out->writeUint16BE(t->extraProperties);
	}

	for (int i = 0; i < 18; i++) {
		LevelTempData *l = _lvlTempData[i];
		if (!l || !(_hasTempDataFlags & (1 << i)))
			continue;

		out->write(l->wallsXorData, 4096);
		for (int ii = 0; ii < 1024; ii++)
			out->writeByte(l->flags[ii] & 0xff);

		EoBMonsterInPlay *lm = (EoBMonsterInPlay *)_lvlTempData[i]->monsters;
		EoBFlyingObject *lf = (EoBFlyingObject *)_lvlTempData[i]->flyingObjects;
		WallOfForce *lw = (WallOfForce *)_lvlTempData[i]->wallsOfForce;

		for (int ii = 0; ii < 30; ii++) {
			EoBMonsterInPlay *m = &lm[ii];
			out->writeByte(m->type);
			out->writeByte(m->unit);
			out->writeUint16BE(m->block);
			out->writeByte(m->pos);
			out->writeSByte(m->dir);
			out->writeByte(m->animStep);
			out->writeByte(m->shpIndex);
			out->writeSByte(m->mode);
			out->writeSByte(m->f_9);
			out->writeSByte(m->curAttackFrame);
			out->writeSByte(m->spellStatusLeft);
			out->writeSint16BE(m->hitPointsMax);
			out->writeSint16BE(m->hitPointsCur);
			out->writeUint16BE(m->dest);
			out->writeUint16BE(m->randItem);
			out->writeUint16BE(m->fixedItem);
			out->writeByte(m->flags);
			out->writeByte(m->idleAnimState);
			out->writeByte(m->curRemoteWeapon);
			out->writeByte(m->numRemoteAttacks);
			out->writeSByte(m->palette);
			out->writeByte(m->directionChanged);
			out->writeByte(m->stepsTillRemoteAttack);
			out->writeByte(m->sub);
		}

		for (int ii = 0; ii < _numFlyingObjects; ii++) {
			EoBFlyingObject *m = &lf[ii];
			out->writeByte(m->enable);
			out->writeByte(m->objectType);
			out->writeSint16BE(m->attackerId);
			out->writeSint16BE(m->item);
			out->writeUint16BE(m->curBlock);
			out->writeUint16BE(m->u2);
			out->writeByte(m->u1);
			out->writeByte(m->direction);
			out->writeByte(m->distance);
			out->writeSByte(m->callBackIndex);
			out->writeByte(m->curPos);
			out->writeByte(m->flags);
			out->writeByte(m->unused);
		}

		for (int ii = 0; ii < 5; ii++) {
			WallOfForce *w = &lw[ii];
			out->writeUint16BE(w->block);
			out->writeUint32BE(w->duration);
		}
	}

	out->finalize();

	// check for errors
	if (out->err()) {
		warning("Can't write file '%s'. (Disk full?)", fileName);
		return Common::kUnknownError;
	} else {
		debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);
	}

	delete out;

	_gui->notifyUpdateSaveSlotsList();

	return Common::kNoError;
}
コード例 #30
0
ファイル: saveload.cpp プロジェクト: AdamRi/scummvm-pink
int AgiEngine::saveGameDialog() {
	char *desc;
	const char *buttons[] = { "Do as I say!", "I regret", NULL };
	char dstr[200];
	int rc, slot = 0;
	int hm, vm, hp, vp;
	int w;

	hm = 1;
	vm = 3;
	hp = hm * CHAR_COLS;
	vp = vm * CHAR_LINES;
	w = (40 - 2 * hm) - 1;

	do {
		drawWindow(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
		printText("Select a slot in which you wish to\nsave the game:",
				0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOR);
		slot = selectSlot();
		if (slot + _firstSlot == 0)
			messageBox("That slot is for Autosave only.");
		else if (slot < 0)
			return errOK;
	} while (slot + _firstSlot == 0);

	drawWindow(hp, vp + 5 * CHAR_LINES, GFX_WIDTH - hp,
			GFX_HEIGHT - vp - 9 * CHAR_LINES);
	printText("Enter a description for this game:",
			0, hm + 1, vm + 6, w, MSG_BOX_TEXT, MSG_BOX_COLOR);
	_gfx->drawRectangle(3 * CHAR_COLS, 11 * CHAR_LINES - 1,
			37 * CHAR_COLS, 12 * CHAR_LINES, MSG_BOX_TEXT);
	_gfx->flushBlock(3 * CHAR_COLS, 11 * CHAR_LINES - 1,
			37 * CHAR_COLS, 12 * CHAR_LINES);

	// The description field of the save/restore dialog holds 32 characters
	// but we use four of them for the slot number. The input field is a
	// bit wider than that, so we don't have to worry about leaving space
	// for the cursor.

	getString(2, 11, 28, MAX_STRINGS);

	// If we're saving over an old slot, show the old description. We can't
	// access that buffer directly, so we have to feed the characters to
	// the input handler one at a time.

	char name[40];
	int numChars;

	getSavegameDescription(_firstSlot + slot, name, false);

	for (numChars = 0; numChars < 28 && name[numChars]; numChars++)
		handleGetstring(name[numChars]);

	_gfx->printCharacter(numChars + 3, 11, _game.cursorChar, MSG_BOX_COLOR, MSG_BOX_TEXT);
	do {
		mainCycle();
	} while (_game.inputMode == INPUT_GETSTRING);
	closeWindow();

	desc = _game.strings[MAX_STRINGS];
	sprintf(dstr, "Are you sure you want to save the game "
			"described as:\n\n%s\n\nin slot %d?\n\n\n", desc, _firstSlot + slot);

	rc = selectionBox(dstr, buttons);

	if (rc != 0) {
		messageBox("Game NOT saved.");
		return errOK;
	}

	Common::String fileName = getSavegameFilename(_firstSlot + slot);
	debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", fileName.c_str());

	// Make sure all graphics was blitted to screen. This fixes bug
	// #2960567: "AGI: Ego partly erased in Load/Save thumbnails"
	_gfx->doUpdate();

	int result = saveGame(fileName, desc);

	if (result == errOK)
		messageBox("Game saved.");
	else
		messageBox("Error saving game.");

	return result;
}