Пример #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;
}
Пример #2
0
Common::Error SavesManager::saveGameState(int slot, const Common::String &desc) {
	Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving(
		generateSaveName(slot));
	if (!out)
		return Common::kCreatingFileFailed;

	// Push map and party data to the save archives
	Map &map = *g_vm->_map;
	map.saveMaze();

	// Write the savegame header
	XeenSavegameHeader header;
	header._saveName = desc;
	writeSavegameHeader(out, header);

	// Loop through saving the sides' save archives
	SaveArchive *archives[2] = { File::_xeenSave, File::_darkSave };
	for (int idx = 0; idx < 2; ++idx) {
		if (archives[idx]) {
			archives[idx]->save(*out);
		} else {
			// Side isn't present
			out->writeUint32LE(0);
		}
	}

	// Write out miscellaneous
	FileManager &files = *g_vm->_files;
	files.save(*out);

	out->finalize();
	delete out;

	return Common::kNoError;
}
Пример #3
0
void Minigame::saveHiscore(int minigameNum, int score) {
	Common::String filename = _vm->getTargetName() + "-highscore.dat";
	Common::OutSaveFile *file = g_system->getSavefileManager()->openForSaving(filename);
	if (file) {
		// Reserve a byte for future usage (rarely a bad idea, you never know...)
		file->writeByte(0);
		_hiScoreTable[minigameNum] = score;
		for (int i = 0; i < kMinigameCount; ++i)
			file->writeUint32LE(_hiScoreTable[i]);
		delete file;
	}
}
Пример #4
0
bool NeverhoodEngine::savegame(const char *filename, const char *description) {

	Common::OutSaveFile *out;
	if (!(out = g_system->getSavefileManager()->openForSaving(filename))) {
		warning("Can't create file '%s', game not saved", filename);
		return false;
	}

	TimeDate curTime;
	g_system->getTimeAndDate(curTime);

	// Header start
	out->writeUint32LE(NEVERHOOD_SAVEGAME_VERSION);

	byte descriptionLen = strlen(description);
	out->writeByte(descriptionLen);
	out->write(description, descriptionLen);

	Graphics::saveThumbnail(*out);

	// Not used yet, reserved for future usage
	out->writeByte(0);
	out->writeUint32LE(0);
	uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
	uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
	uint32 playTime = g_engine->getTotalPlayTime() / 1000;
	out->writeUint32LE(saveDate);
	out->writeUint32LE(saveTime);
	out->writeUint32LE(playTime);
	// Header end

	_gameVars->setGlobalVar(V_CURRENT_SCENE, _gameState.sceneNum);
	_gameVars->setGlobalVar(V_CURRENT_SCENE_WHICH, _gameState.which);

	_gameVars->saveState(out);

	out->finalize();
	delete out;
	return true;
}
Пример #5
0
/**
 * DoSave
 */
static void DoSave() {
	Common::OutSaveFile *f;
	const char *fname;

	// Next getList() must do its stuff again
	NeedLoad = true;

	if (SaveSceneName == NULL)
		SaveSceneName = NewName();
	if (SaveSceneDesc[0] == 0)
		SaveSceneDesc = "unnamed";

	fname = SaveSceneName;

	f = _vm->getSaveFileMan()->openForSaving(fname);
	Common::Serializer s(0, f);

	if (f == NULL)
		goto save_failure;

	// Write out a savegame header
	SaveGameHeader hdr;
	hdr.id = SAVEGAME_ID;
	hdr.size = SAVEGAME_HEADER_SIZE;
	hdr.ver = CURRENT_VER;
	memcpy(hdr.desc, SaveSceneDesc, SG_DESC_LEN);
	hdr.desc[SG_DESC_LEN - 1] = 0;
	g_system->getTimeAndDate(hdr.dateTime);
	if (!syncSaveGameHeader(s, hdr) || f->err()) {
		goto save_failure;
	}

	DoSync(s);

	// Write out the special Id for Discworld savegames
	f->writeUint32LE(0xFEEDFACE);
	if (f->err())
		goto save_failure;

	f->finalize();
	delete f;
	return;

save_failure:
	if (f) {
		delete f;
		_vm->getSaveFileMan()->removeSavefile(fname);
	}
	GUI::MessageDialog dialog("Failed to save game state to file.");
	dialog.runModal();
}
Пример #6
0
void BbvsEngine::savegame(const char *filename, const char *description) {

	Common::OutSaveFile *out;
	if (!(out = g_system->getSavefileManager()->openForSaving(filename))) {
		warning("Can't create file '%s', game not saved", filename);
		return;
	}

	TimeDate curTime;
	g_system->getTimeAndDate(curTime);

	// Header start
	out->writeUint32LE(BBVS_SAVEGAME_VERSION);

	byte descriptionLen = strlen(description);
	out->writeByte(descriptionLen);
	out->write(description, descriptionLen);
	
	Graphics::saveThumbnail(*out);

	// Not used yet, reserved for future usage
	out->writeByte(0);
	out->writeUint32LE(0);
	uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
	uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
	uint32 playTime = g_engine->getTotalPlayTime() / 1000;
	out->writeUint32LE(saveDate);
	out->writeUint32LE(saveTime);
	out->writeUint32LE(playTime);
	// Header end
	
	out->write(_snapshot, _snapshotStream->pos());

	out->finalize();
	delete out;
}
Пример #7
0
int16 GameDatabaseV3::savegame(const char *filename, const char *description, int16 version) {
	Common::OutSaveFile *out;
	char desc[64];
	int16 result = 0;
	uint32 size = 4 + 4 + 2 + _gameStateSize;
	if (!(out = g_system->getSavefileManager()->openForSaving(filename))) {
		warning("Can't create file '%s', game not saved", filename);
		return 6;
	}
	strncpy(desc, description, 64);
	out->writeUint32BE(MKTAG('S','G','A','M'));
	out->writeUint32LE(size);
	out->writeUint16LE(version);
	out->write(desc, 64);
	out->write(_gameState, _gameStateSize);
	delete out;
	return result;
}
Пример #8
0
/**
 * DoSave
 */
static void DoSave() {
	Common::OutSaveFile *f;
	char tmpName[FNAMELEN];

	// Next getList() must do its stuff again
	g_NeedLoad = true;

	if (g_SaveSceneName == NULL) {
		// Generate a new unique save name
		int	i;
		int	ano = 1;	// Allocated number

		while (1) {
			Common::String fname = _vm->getSavegameFilename(ano);
			strcpy(tmpName, fname.c_str());

			for (i = 0; i < g_numSfiles; i++)
				if (!strcmp(g_savedFiles[i].name, tmpName))
					break;

			if (i == g_numSfiles)
				break;
			ano++;
		}

		g_SaveSceneName = tmpName;
	}


	if (g_SaveSceneDesc[0] == 0)
		g_SaveSceneDesc = "unnamed";

	f = _vm->getSaveFileMan()->openForSaving(g_SaveSceneName);
	Common::Serializer s(0, f);

	if (f == NULL) {
		SaveFailure(f);
		return;
	}

	// Write out a savegame header
	SaveGameHeader hdr;
	hdr.id = SAVEGAME_ID;
	hdr.size = SAVEGAME_HEADER_SIZE;
	hdr.ver = CURRENT_VER;
	memcpy(hdr.desc, g_SaveSceneDesc, SG_DESC_LEN);
	hdr.desc[SG_DESC_LEN - 1] = 0;
	g_system->getTimeAndDate(hdr.dateTime);
	hdr.scnFlag = _vm->getFeatures() & GF_SCNFILES;
	hdr.language = _vm->_config->_language;

	if (!syncSaveGameHeader(s, hdr) || f->err()) {
		SaveFailure(f);
		return;
	}

	DoSync(s, hdr.numInterpreters);

	// Write out the special Id for Discworld savegames
	f->writeUint32LE(0xFEEDFACE);
	if (f->err()) {
		SaveFailure(f);
		return;
	}

	f->finalize();
	delete f;
	g_SaveSceneName = NULL;	// Invalidate save name
}
Пример #9
0
bool BladeRunnerEngine::saveGame(const Common::String &filename, byte *thumbnail) {
	warning("BladeRunnerEngine::saveGame not finished");

	if (!playerHasControl() || _sceneScript->isInsideScript() || _aiScripts->isInsideScript()) {
		return false;
	}

	Common::OutSaveFile *commonSaveFile = getSaveFileManager()->openForSaving(filename, false);
	if (commonSaveFile->err()) {
		return false;
	}

	SaveFileWriteStream s;

	s.padBytes(9600); // TODO: thumbnail
	s.writeFloat(-1.0f);
	_settings->save(s);
	_scene->save(s);
	_scene->_exits->save(s);
	_scene->_regions->save(s);
	_scene->_set->save(s);
	for (uint i = 0; i != _gameInfo->getGlobalVarCount(); ++i) {
		s.writeInt(_gameVars[i]);
	}
	_music->save(s);
	// _audioPlayer->save(s) // zero func
	// _audioSpeech->save(s) // zero func
	_combat->save(s);
	_gameFlags->save(s);
	_items->save(s);
	_sceneObjects->save(s);
	_ambientSounds->save(s);
	_overlays->save(s);
	_spinner->save(s);
	_scores->save(s);
	_dialogueMenu->save(s);
	_obstacles->save(s);
	_actorDialogueQueue->save(s);
	_waypoints->save(s);

	for (uint i = 0; i != _gameInfo->getActorCount(); ++i) {
		_actors[i]->save(s);

		int animationState, animationFrame, animationStateNext, nextAnimation;
		_aiScripts->queryAnimationState(i, &animationState, &animationFrame, &animationStateNext, &nextAnimation);
		s.writeInt(animationState);
		s.writeInt(animationFrame);
		s.writeInt(animationStateNext);
		s.writeInt(nextAnimation);
	}
	_actors[kActorVoiceOver]->save(s);

	_policeMaze->save(s);
	_crimesDatabase->save(s);

	s.finalize();
	assert(0 && "ok");

	commonSaveFile->writeUint32LE(s.size() + 4);
	commonSaveFile->write(s.getData(), s.size());

	return !commonSaveFile->err();
}
Пример #10
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();
}
Пример #11
0
/**
 * DoSave
 */
static void DoSave() {
	Common::OutSaveFile *f;
	char tmpName[FNAMELEN];

	// Next getList() must do its stuff again
	NeedLoad = true;

	if (SaveSceneName == NULL) {
		// Generate a new unique save name	
		int	i;
		int	ano = 1;	// Allocated number

		while (1) {
			Common::String fname = _vm->getSavegameFilename(ano);
			strcpy(tmpName, fname.c_str());

			for (i = 0; i < numSfiles; i++)
				if (!strcmp(savedFiles[i].name, tmpName))
					break;

			if (i == numSfiles)
				break;
			ano++;
		}

		SaveSceneName = tmpName;
	}


	if (SaveSceneDesc[0] == 0)
		SaveSceneDesc = "unnamed";

	f = _vm->getSaveFileMan()->openForSaving(SaveSceneName);
	Common::Serializer s(0, f);

	if (f == NULL)
		goto save_failure;

	// Write out a savegame header
	SaveGameHeader hdr;
	hdr.id = SAVEGAME_ID;
	hdr.size = SAVEGAME_HEADER_SIZE;
	hdr.ver = CURRENT_VER;
	memcpy(hdr.desc, SaveSceneDesc, SG_DESC_LEN);
	hdr.desc[SG_DESC_LEN - 1] = 0;
	g_system->getTimeAndDate(hdr.dateTime);
	if (!syncSaveGameHeader(s, hdr) || f->err()) {
		goto save_failure;
	}

	DoSync(s);

	// Write out the special Id for Discworld savegames
	f->writeUint32LE(0xFEEDFACE);
	if (f->err())
		goto save_failure;

	f->finalize();
	delete f;
	SaveSceneName = NULL;	// Invalidate save name
	return;

save_failure:
	if (f) {
		delete f;
		_vm->getSaveFileMan()->removeSavefile(SaveSceneName);
		SaveSceneName = NULL;	// Invalidate save name
	}
	GUI::MessageDialog dialog("Failed to save game state to file.");
	dialog.runModal();
}
Пример #12
0
void ToltecsEngine::savegame(const char *filename, const char *description) {
	Common::OutSaveFile *out;
	if (!(out = g_system->getSavefileManager()->openForSaving(filename))) {
		warning("Can't create file '%s', game not saved", filename);
		return;
	}

	TimeDate curTime;
	g_system->getTimeAndDate(curTime);

	// Header start
	out->writeUint32LE(TOLTECS_SAVEGAME_VERSION);

	byte descriptionLen = strlen(description);
	out->writeByte(descriptionLen);
	out->write(description, descriptionLen);
	
	Graphics::saveThumbnail(*out);

	// Not used yet, reserved for future usage
	out->writeByte(0);
	out->writeUint32LE(0);
	uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
	uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
	uint32 playTime = g_engine->getTotalPlayTime() / 1000;
	out->writeUint32LE(saveDate);
	out->writeUint32LE(saveTime);
	out->writeUint32LE(playTime);
	// Header end

	out->writeUint16LE(_cameraX);
	out->writeUint16LE(_cameraY);
	out->writeUint16LE(_cameraHeight);

	out->writeUint16LE(_guiHeight);

	out->writeUint16LE(_sceneWidth);
	out->writeUint16LE(_sceneHeight);
	out->writeUint32LE(_sceneResIndex);

	out->writeUint16LE(_walkSpeedX);
	out->writeUint16LE(_walkSpeedY);

	out->writeUint32LE(_counter01);
	out->writeUint32LE(_counter02);
	out->writeByte(_movieSceneFlag ? 1 : 0);
	out->writeByte(_flag01);

	out->writeUint16LE(_mouseX);
	out->writeUint16LE(_mouseY);
	out->writeUint16LE(_mouseDisabled);

	_palette->saveState(out);
	_script->saveState(out);
	_anim->saveState(out);
	_screen->saveState(out);
	_sound->saveState(out);
	_music->saveState(out);

	out->finalize();
	delete out;
}
Пример #13
0
void RMGfxEngine::saveState(const Common::String &fn, byte *curThumb, const Common::String &name) {
	Common::OutSaveFile *f;
	byte *state;
	char buf[4];
	RMPoint tp = _tony.position();

	// Saving: MPAL variables, current location, and Tony inventory position

	// For now, we only save the MPAL state
	uint size = mpalGetSaveStateSize();
	state = new byte[size];
	mpalSaveState(state);

	uint thumbsize = 160 * 120 * 2;

	buf[0] = 'R';
	buf[1] = 'M';
	buf[2] = 'S';
	buf[3] = TONY_SAVEGAME_VERSION;

	f = g_system->getSavefileManager()->openForSaving(fn);
	if (f == NULL)
		return;

	f->write(buf, 4);
	f->writeUint32LE(thumbsize);
	f->write(curThumb, thumbsize);

	// Difficulty level
	int i = mpalQueryGlobalVar("VERSIONEFACILE");
	f->writeByte(i);

	i = strlen(name.c_str());
	f->writeByte(i);
	f->write(name.c_str(), i);
	f->writeUint32LE(_nCurLoc);
	f->writeUint32LE(tp._x);
	f->writeUint32LE(tp._y);

	f->writeUint32LE(size);
	f->write(state, size);
	delete[] state;

	// Inventory
	size = _inv.getSaveStateSize();
	state = new byte[size];
	_inv.saveState(state);
	f->writeUint32LE(size);
	f->write(state, size);
	delete[] state;

	// boxes
	size = g_vm->_theBoxes.getSaveStateSize();
	state = new byte[size];
	g_vm->_theBoxes.saveState(state);
	f->writeUint32LE(size);
	f->write(state, size);
	delete[] state;

	// New Ver5
	// Saves the state of the shepherdess and show yourself
	bool bStat = _tony.getShepherdess();
	f->writeByte(bStat);
	bStat = _inter.getPerorate();
	f->writeByte(bStat);

	// Save the chars
	charsSaveAll(f);

	// Save the options
	f->writeByte(GLOBALS._bCfgInvLocked);
	f->writeByte(GLOBALS._bCfgInvNoScroll);
	f->writeByte(GLOBALS._bCfgTimerizedText);
	f->writeByte(GLOBALS._bCfgInvUp);
	f->writeByte(GLOBALS._bCfgAnni30);
	f->writeByte(GLOBALS._bCfgAntiAlias);
	f->writeByte(GLOBALS._bShowSubtitles);
	f->writeByte(GLOBALS._bCfgTransparence);
	f->writeByte(GLOBALS._bCfgInterTips);
	f->writeByte(GLOBALS._bCfgDubbing);
	f->writeByte(GLOBALS._bCfgMusic);
	f->writeByte(GLOBALS._bCfgSFX);
	f->writeByte(GLOBALS._nCfgTonySpeed);
	f->writeByte(GLOBALS._nCfgTextSpeed);
	f->writeByte(GLOBALS._nCfgDubbingVolume);
	f->writeByte(GLOBALS._nCfgMusicVolume);
	f->writeByte(GLOBALS._nCfgSFXVolume);

	// Save the hotspots
	saveChangedHotspot(f);

	// Save the music
	saveMusic(f);

	f->finalize();
	delete f;
}
Пример #14
0
bool GameLoader::writeSavegame(Scene *sc, const char *fname) {
	GameVar *v = _gameVar->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME");

	if (!v) {
		v = _gameVar->getSubVarByName("OBJSTATES")->addSubVarAsInt("SAVEGAME", 0);

		if (!v) {
			warning("No state to save");
			return false;
		}
	}

	SaveHeader header;

	v->setSubVarAsInt("Scene", sc->_sceneId);

	saveScenePicAniInfos(sc->_sceneId);
	memset(&header, 0, sizeof(header));

	header.version = 48; // '0'
	strcpy(header.magic, "FullPipe Savegame");
	header.updateCounter = _updateCounter;
	header.unkField = 1;

	Common::MemoryWriteStreamDynamic stream;

	MfcArchive *archive = new MfcArchive(&stream);

	v = _gameVar->getSubVarByName("OBJSTATES");

	GameVar *nxt = 0;
	GameVar *prv = 0;
	GameVar *par;
	if (v) {
		nxt = v->_nextVarObj;
		prv = v->_prevVarObj;
		par = v->_parentVarObj;
		v->_parentVarObj = 0;
		v->_nextVarObj = 0;
		v->_prevVarObj = 0;
	}

	archive->writeObject(v);

	if (v) {
		v->_parentVarObj = par;
		v->_nextVarObj = nxt;
		v->_prevVarObj = prv;
	}

	getGameLoaderInventory()->savePartial(*archive);

	archive->writeUint32LE(_sc2array.size());

	debugC(3, kDebugLoading, "Saving %d infos", _sc2array.size());

	for (uint i = 0; i < _sc2array.size(); i++) {
		archive->writeUint32LE(_sc2array[i]._picAniInfosCount);

		if (_sc2array[i]._picAniInfosCount)
			debugC(3, kDebugLoading, "Count %d: %d", i, _sc2array[i]._picAniInfosCount);

		for (uint j = 0; j < _sc2array[i]._picAniInfosCount; j++) {
			_sc2array[i]._picAniInfos[j]->save(*archive);
		}
	}

	header.encSize = stream.size();

	// Now obfuscate the data
	for (uint i = 0; i < header.encSize; i++)
		stream.getData()[i] += i & 0x7f;

	if (_savegameCallback)
		_savegameCallback(archive, true);

	// Now dump it into save file
	Common::OutSaveFile *saveFile = g_system->getSavefileManager()->openForSaving(fname);

	if (!saveFile) {
		warning("Cannot open file for writing: %s", fname);
		return false;
	}

	saveFile->writeUint32LE(header.version);
	saveFile->write(header.magic, 32);
	saveFile->writeUint32LE(header.updateCounter);
	saveFile->writeUint32LE(header.unkField);
	saveFile->writeUint32LE(header.encSize);

	debugC(3, kDebugLoading, "version: %d magic: %s updateCounter: %d unkField: %d encSize: %d, pos: %d",
			header.version, header.magic, header.updateCounter, header.unkField, header.encSize, saveFile->pos());

	saveFile->write(stream.getData(), stream.size());

	uint headerPos = saveFile->pos();
	FullpipeSavegameHeader header2;

	strcpy(header2.id, "SVMCR");
	header2.version = FULLPIPE_SAVEGAME_VERSION;

	TimeDate curTime;
	g_system->getTimeAndDate(curTime);

	header2.date = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
	header2.time = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);

	header2.playtime = g_fp->getTotalPlayTime() / 1000;

	saveFile->write(header2.id, 6);
	saveFile->writeByte(header2.version);
	saveFile->writeUint32LE(header2.date);
	saveFile->writeUint16LE(header2.time);
	saveFile->writeUint32LE(header2.playtime);

	g_fp->_currentScene->draw();

	Graphics::saveThumbnail(*saveFile); // FIXME. Render proper screen

	saveFile->writeUint32LE(headerPos);	// Store where the header starts

	saveFile->finalize();

	delete saveFile;
	delete archive;

	return true;
}