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(); }
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) { }); });
void Window_Base::DrawActorFace(const Game_Actor& actor, int cx, int cy) { DrawFace(actor.GetFaceName(), actor.GetFaceIndex(), cx, cy); }