/*! * @brief 店舗情報を書き込む / Write a "store" record * @param st_ptr 店舗情報の参照ポインタ * @return なし */ static void wr_store(store_type *st_ptr) { int j; /* Save the "open" counter */ wr_u32b(st_ptr->store_open); /* Save the "insults" */ wr_s16b(st_ptr->insult_cur); /* Save the current owner */ wr_byte(st_ptr->owner); /* Save the stock size */ wr_s16b(st_ptr->stock_num); /* Save the "haggle" info */ wr_s16b(st_ptr->good_buy); wr_s16b(st_ptr->bad_buy); wr_s32b(st_ptr->last_visit); /* Save the stock */ for (j = 0; j < st_ptr->stock_num; j++) { /* Save each item in stock */ wr_item(&st_ptr->stock[j]); } }
void wr_stores(void) { int i; wr_u16b(MAX_STORES); for (i = 0; i < MAX_STORES; i++) { const struct store *st_ptr = &stores[i]; int j; /* XXX Old values */ wr_u32b(0L); wr_s16b(0); /* Save the current owner */ wr_byte(st_ptr->owner->oidx); /* Save the stock size */ wr_byte(st_ptr->stock_num); /* XXX Old values */ wr_s16b(0); wr_s16b(0); /* Save the stock */ for (j = 0; j < st_ptr->stock_num; j++) wr_item(&st_ptr->stock[j]); } }
void wr_inventory(void) { int i; wr_byte(ALL_INVEN_TOTAL); /* Write the inventory */ for (i = 0; i < ALL_INVEN_TOTAL; i++) { object_type *o_ptr = &p_ptr->inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Dump index */ wr_u16b((u16b) i); /* Dump object */ wr_item(o_ptr); } /* Add a sentinel */ wr_u16b(0xFFFF); /* Expansion */ wr_u32b(0); }
/** * Write a "store" record */ void wr_stores(void) { int i; wr_byte(MAX_STORES); wr_byte(STORE_INVEN_MAX); wr_byte(STORE_CHOICES); for (i = 0; i < MAX_STORES; i++) { const store_type *st_ptr = &store[i]; int j; /* Save the "open" counter */ wr_u32b(st_ptr->store_open); /* Save the "insults" */ wr_s16b(st_ptr->insult_cur); /* Save the current owner*/ wr_byte(st_ptr->owner); /* Save the stock size */ wr_byte((byte)st_ptr->stock_num); /* Save the "haggle" info */ wr_s16b(st_ptr->good_buy); wr_s16b(st_ptr->bad_buy); /* Save the stock */ for (j = 0; j < st_ptr->stock_num; j++) { /* Save each item in stock */ wr_item(&st_ptr->stock[j]); } /* Save the ordered stock */ if (st_ptr->type == STORE_MERCH) /* Look at the ordered slots */ for (j = STORE_INVEN_MAX; j < STORE_CHOICES; j++) { /* Save the table entry */ wr_s16b(st_ptr->table[j]); } /* Expansion */ wr_u32b(0); } }
void wr_objects(void) { int i; if (p_ptr->is_dead) return; /* Total objects */ wr_u16b(o_max); /* Dump the objects */ for (i = 1; i < o_max; i++) { object_type *o_ptr = object_byid(i); /* Dump it */ wr_item(o_ptr); } }
void wr_objects(void) { int i; if (p_ptr->is_dead) return; /* Total objects */ wr_u16b(o_max); /* Dump the objects */ for (i = 1; i < o_max; i++) { object_type *o_ptr = &o_list[i]; /* Dump it */ wr_item(o_ptr); } /* Expansion */ wr_u32b(0); }
/*! * @brief 保存フロアの書き込み / Actually write a saved floor data using effectively compressed format. * @param sf_ptr 保存したいフロアの参照ポインタ * @return なし */ static void wr_saved_floor(saved_floor_type *sf_ptr) { cave_template_type *templates; u16b max_num_temp; u16b num_temp = 0; int dummy_why; int i, y, x; u16b tmp16u; byte count; u16b prev_u16b; /*** Basic info ***/ /* Dungeon floor specific info follows */ if (!sf_ptr) { /*** Not a saved floor ***/ wr_s16b(dun_level); } else { /*** The saved floor ***/ wr_s16b(sf_ptr->floor_id); wr_byte(sf_ptr->savefile_id); wr_s16b(sf_ptr->dun_level); wr_s32b(sf_ptr->last_visit); wr_u32b(sf_ptr->visit_mark); wr_s16b(sf_ptr->upper_floor_id); wr_s16b(sf_ptr->lower_floor_id); } wr_u16b(base_level); wr_u16b(num_repro); wr_u16b((u16b)py); wr_u16b((u16b)px); wr_u16b(cur_hgt); wr_u16b(cur_wid); wr_byte(p_ptr->feeling); /*********** Make template for cave_type **********/ /* * Usually number of templates are fewer than 255. Even if * more than 254 are exist, the occurrence of each template * with larger ID is very small when we sort templates by * occurrence. So we will use two (or more) bytes for * templete ID larger than 254. * * Ex: 256 will be "0xff" "0x01". * 515 will be "0xff" "0xff" "0x03" */ /* Fake max number */ max_num_temp = 255; /* Allocate the "template" array */ C_MAKE(templates, max_num_temp, cave_template_type); /* Extract template array */ for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { cave_type *c_ptr = &cave[y][x]; for (i = 0; i < num_temp; i++) { if (templates[i].info == c_ptr->info && templates[i].feat == c_ptr->feat && templates[i].mimic == c_ptr->mimic && templates[i].special == c_ptr->special) { /* Same terrain is exist */ templates[i].occurrence++; break; } } /* Are there same one? */ if (i < num_temp) continue; /* If the max_num_temp is too small, increase it. */ if (num_temp >= max_num_temp) { cave_template_type *old_template = templates; /* Re-allocate the "template" array */ C_MAKE(templates, max_num_temp + 255, cave_template_type); (void)C_COPY(templates, old_template, max_num_temp, cave_template_type); C_KILL(old_template, max_num_temp, cave_template_type); max_num_temp += 255; } /* Add new template */ templates[num_temp].info = c_ptr->info; templates[num_temp].feat = c_ptr->feat; templates[num_temp].mimic = c_ptr->mimic; templates[num_temp].special = c_ptr->special; templates[num_temp].occurrence = 1; /* Increase number of template */ num_temp++; } } /* Select the sort method */ ang_sort_comp = ang_sort_comp_cave_temp; ang_sort_swap = ang_sort_swap_cave_temp; /* Sort by occurrence */ ang_sort(templates, &dummy_why, num_temp); /*** Dump templates ***/ /* Total templates */ wr_u16b(num_temp); /* Dump the templates */ for (i = 0; i < num_temp; i++) { cave_template_type *ct_ptr = &templates[i]; /* Dump it */ wr_u16b(ct_ptr->info); wr_s16b(ct_ptr->feat); wr_s16b(ct_ptr->mimic); wr_s16b(ct_ptr->special); } /*** "Run-Length-Encoding" of cave ***/ /* Note that this will induce two wasted bytes */ count = 0; prev_u16b = 0; /* Dump the cave */ for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { cave_type *c_ptr = &cave[y][x]; for (i = 0; i < num_temp; i++) { if (templates[i].info == c_ptr->info && templates[i].feat == c_ptr->feat && templates[i].mimic == c_ptr->mimic && templates[i].special == c_ptr->special) break; } /* Extract an ID */ tmp16u = i; /* If the run is broken, or too full, flush it */ if ((tmp16u != prev_u16b) || (count == MAX_UCHAR)) { wr_byte((byte)count); while (prev_u16b >= MAX_UCHAR) { /* Mark as actual data is larger than 254 */ wr_byte(MAX_UCHAR); prev_u16b -= MAX_UCHAR; } wr_byte((byte)prev_u16b); prev_u16b = tmp16u; count = 1; } /* Continue the run */ else { count++; } } } /* Flush the data (if any) */ if (count) { wr_byte((byte)count); while (prev_u16b >= MAX_UCHAR) { /* Mark as actual data is larger than 254 */ wr_byte(MAX_UCHAR); prev_u16b -= MAX_UCHAR; } wr_byte((byte)prev_u16b); } /* Free the "template" array */ C_KILL(templates, max_num_temp, cave_template_type); /*** Dump objects ***/ /* Total objects */ wr_u16b(o_max); /* Dump the objects */ for (i = 1; i < o_max; i++) { object_type *o_ptr = &o_list[i]; /* Dump it */ wr_item(o_ptr); } /*** Dump the monsters ***/ /* Total monsters */ wr_u16b(m_max); /* Dump the monsters */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; /* Dump it */ wr_monster(m_ptr); } }
/*! * @brief セーブデータの書き込み / * Actually write a save-file * @return 成功すればtrue */ static bool wr_savefile_new(void) { int i, j; u32b now; byte tmp8u; u16b tmp16u; /* Compact the objects */ compact_objects(0); /* Compact the monsters */ compact_monsters(0); /* Guess at the current time */ now = time((time_t *)0); /* Note the operating system */ sf_system = 0L; /* Note when the file was saved */ sf_when = now; /* Note the number of saves */ sf_saves++; /*** Actually write the file ***/ /* Dump the file header */ xor_byte = 0; wr_byte(FAKE_VER_MAJOR); xor_byte = 0; wr_byte(FAKE_VER_MINOR); xor_byte = 0; wr_byte(FAKE_VER_PATCH); xor_byte = 0; /* Initial value of xor_byte */ tmp8u = (byte)Rand_external(256); wr_byte(tmp8u); /* Reset the checksum */ v_stamp = 0L; x_stamp = 0L; /* Write the savefile version for Hengband 1.1.1 and later */ wr_byte(H_VER_EXTRA); wr_byte(H_VER_PATCH); wr_byte(H_VER_MINOR); wr_byte(H_VER_MAJOR); /* Operating system */ wr_u32b(sf_system); /* Time file last saved */ wr_u32b(sf_when); /* Number of past lives */ wr_u16b(sf_lives); /* Number of times saved */ wr_u16b(sf_saves); /* Space */ wr_u32b(0L); wr_u16b(0); wr_byte(0); #ifdef JP # ifdef EUC /* EUC kanji code */ wr_byte(2); # endif # ifdef SJIS /* SJIS kanji code */ wr_byte(3); # endif #else /* ASCII */ wr_byte(1); #endif /* Write the RNG state */ wr_randomizer(); /* Write the boolean "options" */ wr_options(); /* Dump the number of "messages" */ tmp16u = message_num(); if (compress_savefile && (tmp16u > 40)) tmp16u = 40; wr_u16b(tmp16u); /* Dump the messages (oldest first!) */ for (i = tmp16u - 1; i >= 0; i--) { wr_string(message_str((s16b)i)); } /* Dump the monster lore */ tmp16u = max_r_idx; wr_u16b(tmp16u); for (i = 0; i < tmp16u; i++) wr_lore(i); /* Dump the object memory */ tmp16u = max_k_idx; wr_u16b(tmp16u); for (i = 0; i < tmp16u; i++) wr_xtra(i); /* Dump the towns */ tmp16u = max_towns; wr_u16b(tmp16u); /* Dump the quests */ tmp16u = max_quests; wr_u16b(tmp16u); /* Dump the quests */ tmp8u = MAX_RANDOM_QUEST-MIN_RANDOM_QUEST; wr_byte(tmp8u); for (i = 0; i < max_quests; i++) { quest_type* const q_ptr = &quest[i]; /* Save status for every quest */ wr_s16b(q_ptr->status); /* And the dungeon level too */ /* (prevents problems with multi-level quests) */ wr_s16b(q_ptr->level); wr_byte(q_ptr->complev); wr_u32b(q_ptr->comptime); /* Save quest status if quest is running */ if (q_ptr->status == QUEST_STATUS_TAKEN || q_ptr->status == QUEST_STATUS_COMPLETED || !is_fixed_quest_idx(i)) { wr_s16b(q_ptr->cur_num); wr_s16b(q_ptr->max_num); wr_s16b(q_ptr->type); wr_s16b(q_ptr->r_idx); wr_s16b(q_ptr->k_idx); wr_byte(q_ptr->flags); wr_byte(q_ptr->dungeon); } } /* Dump the position in the wilderness */ wr_s32b(p_ptr->wilderness_x); wr_s32b(p_ptr->wilderness_y); wr_byte(p_ptr->wild_mode); wr_byte(ambush_flag); wr_s32b(max_wild_x); wr_s32b(max_wild_y); /* Dump the wilderness seeds */ for (i = 0; i < max_wild_x; i++) { for (j = 0; j < max_wild_y; j++) { wr_u32b(wilderness[j][i].seed); } } /* Hack -- Dump the artifacts */ tmp16u = max_a_idx; wr_u16b(tmp16u); for (i = 0; i < tmp16u; i++) { artifact_type *a_ptr = &a_info[i]; wr_byte(a_ptr->cur_num); wr_s16b(a_ptr->floor_id); } /* Write the "extra" information */ wr_extra(); /* Dump the "player hp" entries */ tmp16u = PY_MAX_LEVEL; wr_u16b(tmp16u); for (i = 0; i < tmp16u; i++) { wr_s16b(p_ptr->player_hp[i]); } /* Write spell data */ wr_u32b(p_ptr->spell_learned1); wr_u32b(p_ptr->spell_learned2); wr_u32b(p_ptr->spell_worked1); wr_u32b(p_ptr->spell_worked2); wr_u32b(p_ptr->spell_forgotten1); wr_u32b(p_ptr->spell_forgotten2); wr_s16b(p_ptr->learned_spells); wr_s16b(p_ptr->add_spells); /* Dump the ordered spells */ for (i = 0; i < 64; i++) { wr_byte(p_ptr->spell_order[i]); } /* Write the inventory */ for (i = 0; i < INVEN_TOTAL; i++) { object_type *o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Dump index */ wr_u16b((u16b)i); /* Dump object */ wr_item(o_ptr); } /* Add a sentinel */ wr_u16b(0xFFFF); /* Note the towns */ tmp16u = max_towns; wr_u16b(tmp16u); /* Note the stores */ tmp16u = MAX_STORES; wr_u16b(tmp16u); /* Dump the stores of all towns */ for (i = 1; i < max_towns; i++) { for (j = 0; j < MAX_STORES; j++) { wr_store(&town[i].store[j]); } } /* Write the pet command settings */ wr_s16b(p_ptr->pet_follow_distance); wr_s16b(p_ptr->pet_extra_flags); /* Write screen dump for sending score */ if (screen_dump && (p_ptr->wait_report_score || !p_ptr->is_dead)) { wr_string(screen_dump); } else { wr_string(""); } /* Player is not dead, write the dungeon */ if (!p_ptr->is_dead) { /* Dump the dungeon */ if (!wr_dungeon()) return FALSE; /* Dump the ghost */ wr_ghost(); /* No scripts */ wr_s32b(0); } /* Write the "value check-sum" */ wr_u32b(v_stamp); /* Write the "encoded checksum" */ wr_u32b(x_stamp); /* Error in save */ if (ferror(fff) || (fflush(fff) == EOF)) return FALSE; /* Successful save */ return TRUE; }
/* * Actually write a save-file */ static bool wr_savefile(void) { int i; u32b now; u16b tmp16u; /* Guess at the current time */ now = time((time_t *)0); /* Note the operating system */ sf_xtra = 0L; /* Note when the file was saved */ sf_when = now; /* Note the number of saves */ sf_saves++; /*** Actually write the file ***/ /* Dump the file header */ xor_byte = 0; wr_byte(VERSION_MAJOR); xor_byte = 0; wr_byte(VERSION_MINOR); xor_byte = 0; wr_byte(VERSION_PATCH); xor_byte = 0; wr_byte(VERSION_EXTRA); /* Reset the checksum */ v_stamp = 0L; x_stamp = 0L; /* Operating system */ wr_u32b(sf_xtra); /* Time file last saved */ wr_u32b(sf_when); /* Number of past lives */ wr_u16b(sf_lives); /* Number of times saved */ wr_u16b(sf_saves); // 8 spare bytes wr_u32b(0L); wr_u32b(0L); /* Write the RNG state */ wr_randomizer(); /* Write the boolean "options" */ wr_options(); /* Dump the number of "messages" */ tmp16u = message_num(); wr_u16b(tmp16u); /* Dump the messages (oldest first!) */ for (i = tmp16u - 1; i >= 0; i--) { wr_string(message_str((s16b)i)); wr_u16b(message_type((s16b)i)); } /* Dump the monster lore */ tmp16u = z_info->r_max; wr_u16b(tmp16u); for (i = 0; i < tmp16u; i++) wr_lore(i); /* Dump the object memory */ tmp16u = z_info->k_max; wr_u16b(tmp16u); for (i = 0; i < tmp16u; i++) wr_xtra(i); /* Hack -- Dump the artefacts */ tmp16u = z_info->art_max; wr_u16b(tmp16u); for (i = 0; i < tmp16u; i++) { artefact_type *a_ptr = &a_info[i]; wr_byte(a_ptr->cur_num); wr_byte(a_ptr->found_num); } /* Write the "extra" information */ wr_extra(); /*Write the randarts*/ wr_randarts(); /*Copy the notes file into the savefile*/ wr_notes(); // Write the smithing item wr_item(smith_o_ptr); /* Write the inventory */ for (i = 0; i < INVEN_TOTAL; i++) { object_type *o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Dump index */ wr_u16b((u16b)i); /* Dump object */ wr_item(o_ptr); } /* Add a sentinel */ wr_u16b(0xFFFF); /* Player is not dead, write the dungeon */ if (!p_ptr->is_dead) { /* Dump the dungeon */ wr_dungeon(); } /* Write the "value check-sum" */ wr_u32b(v_stamp); /* Write the "encoded checksum" */ wr_u32b(x_stamp); /* Error in save */ if (ferror(fff) || (fflush(fff) == EOF)) return FALSE; /* Successful save */ return TRUE; }
/* * Write the current dungeon */ static void wr_dungeon(void) { int i, y, x; byte tmp8u; byte count; byte prev_char; /*** Basic info ***/ /* Dungeon specific info follows */ wr_s16b(p_ptr->depth); wr_s16b(p_ptr->py); wr_s16b(p_ptr->px); wr_byte(p_ptr->cur_map_hgt); wr_byte(p_ptr->cur_map_wid); /*** Simple "Run-Length-Encoding" of cave ***/ /* Note that this will induce two wasted bytes */ count = 0; prev_char = 0; /* Dump the cave */ for (y = 0; y < p_ptr->cur_map_hgt; y++) { for (x = 0; x < p_ptr->cur_map_wid; x++) { /* Extract the important cave_info flags */ tmp8u = (cave_info[y][x] & (IMPORTANT_FLAGS)); /* If the run is broken, or too full, flush it */ if ((tmp8u != prev_char) || (count == MAX_UCHAR)) { wr_byte((byte)count); wr_byte((byte)prev_char); prev_char = tmp8u; count = 1; } /* Continue the run */ else { count++; } } } /* Flush the data (if any) */ if (count) { wr_byte((byte)count); wr_byte((byte)prev_char); } /*** Simple "Run-Length-Encoding" of cave ***/ /* Note that this will induce two wasted bytes */ count = 0; prev_char = 0; /* Dump the cave */ for (y = 0; y < p_ptr->cur_map_hgt; y++) { for (x = 0; x < p_ptr->cur_map_wid; x++) { /* Extract a byte */ tmp8u = cave_feat[y][x]; /* If the run is broken, or too full, flush it */ if ((tmp8u != prev_char) || (count == MAX_UCHAR)) { wr_byte((byte)count); wr_byte((byte)prev_char); prev_char = tmp8u; count = 1; } /* Continue the run */ else { count++; } } } /* Flush the data (if any) */ if (count) { wr_byte((byte)count); wr_byte((byte)prev_char); } /*** Compact ***/ /* Compact the objects */ compact_objects(0); /* Compact the monsters */ compact_monsters(0); /*** Dump objects ***/ /* Total objects */ wr_u16b(o_max); /* Dump the objects */ for (i = 1; i < o_max; i++) { object_type *o_ptr = &o_list[i]; /* Dump it */ wr_item(o_ptr); } /*** Dump the monsters ***/ /* Total monsters */ wr_u16b(mon_max); /* Dump the monsters */ for (i = 1; i < mon_max; i++) { monster_type *m_ptr = &mon_list[i]; /* Dump it */ wr_monster(m_ptr); } // dump the wandering monster information for (i = FLOW_WANDERING_HEAD; i < MAX_FLOWS; i++) { wr_byte(flow_center_y[i]); wr_byte(flow_center_x[i]); wr_s16b(wandering_pause[i]); } }