bool LabEngine::saveGame(int slot, const Common::String desc) { Common::String fileName = generateSaveFileName(slot); Common::SaveFileManager *saveFileManager = _system->getSavefileManager(); Common::OutSaveFile *file = saveFileManager->openForSaving(fileName); if (!file) return false; // Load scene pic _graphics->readPict(getPictName(false)); writeSaveGameHeader(file, desc); file->writeUint16LE(_roomNum); file->writeUint16LE(getDirection()); file->writeUint16LE(getQuarters()); // Conditions for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++) file->writeUint16LE(_conditions->_array[i]); // Rooms found for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++) file->writeUint16LE(_roomsFound->_array[i]); _specialLocks->save(file); // Breadcrumbs for (uint i = 0; i < MAX_CRUMBS; i++) { file->writeUint16LE(_breadCrumbs[i]._crumbRoomNum); file->writeUint16LE(_breadCrumbs[i]._crumbDirection); } file->flush(); file->finalize(); delete file; _mainDisplay = true; _alternate = false; _event->simulateEvent(); _graphics->screenUpdate(); return true; }
bool saveGame(const Common::String &fname) { Common::OutSaveFile *fp = g_system->getSavefileManager()->openForSaving(fname); if (fp == NULL) return false; fp->writeString("SLUDSA"); fp->writeByte(0); fp->writeByte(0); fp->writeByte(MAJOR_VERSION); fp->writeByte(MINOR_VERSION); if (!g_sludge->_gfxMan->saveThumbnail(fp)) return false; fp->write(&fileTime, sizeof(FILETIME)); // DON'T ADD ANYTHING NEW BEFORE THIS POINT! fp->writeByte(allowAnyFilename); fp->writeByte(captureAllKeys); fp->writeByte(true); g_sludge->_txtMan->saveFont(fp); // Save backdrop fp->writeUint16BE(g_sludge->_gfxMan->getCamX()); fp->writeUint16BE(g_sludge->_gfxMan->getCamY()); fp->writeFloatLE(g_sludge->_gfxMan->getCamZoom()); fp->writeByte(brightnessLevel); g_sludge->_gfxMan->saveHSI(fp); // Save event handlers g_sludge->_evtMan->saveHandlers(fp); // Save regions saveRegions(fp); g_sludge->_cursorMan->saveCursor(fp); // Save functions LoadedFunction *thisFunction = allRunningFunctions; int countFunctions = 0; while (thisFunction) { countFunctions++; thisFunction = thisFunction->next; } fp->writeUint16BE(countFunctions); thisFunction = allRunningFunctions; while (thisFunction) { saveFunction(thisFunction, fp); thisFunction = thisFunction->next; } for (int a = 0; a < numGlobals; a++) { saveVariable(&globalVars[a], fp); } savePeople(fp); if (currentFloor->numPolygons) { fp->writeByte(1); fp->writeUint16BE(currentFloor->originalNum); } else { fp->writeByte(0); } g_sludge->_gfxMan->saveZBuffer(fp); g_sludge->_gfxMan->saveLightMap(fp); fp->writeByte(fadeMode); g_sludge->_speechMan->save(fp); saveStatusBars(fp); g_sludge->_soundMan->saveSounds(fp); fp->writeUint16BE(saveEncoding); blur_saveSettings(fp); g_sludge->_gfxMan->saveColors(fp); g_sludge->_gfxMan->saveParallax(fp); fp->writeByte(0); g_sludge->_languageMan->saveLanguageSetting(fp); g_sludge->_gfxMan->saveSnapshot(fp); fp->flush(); fp->finalize(); delete fp; clearStackLib(); return true; }
bool DMEngine::writeCompleteSaveFile(int16 saveSlot, Common::String& saveDescription, int16 saveAndPlayChoice) { Common::String savefileName = getSavefileName(saveSlot); Common::SaveFileManager *saveFileManager = _system->getSavefileManager(); Common::OutSaveFile *file = saveFileManager->openForSaving(savefileName); if (!file) return false; writeSaveGameHeader(file, saveDescription); file->writeSint32BE(_gameVersion->_saveTargetToWrite); file->writeSint32BE(1); // save version file->writeSint32BE(_gameVersion->_origSaveFormatToWrite); file->writeSint32BE(_gameVersion->_origPlatformToWrite); // Was _gameID, useless. file->writeSint32BE(0); file->writeUint16BE(_dungeonId); // write C0_SAVE_PART_GLOBAL_DATA part file->writeSint32BE(_gameTime); //L1348_s_GlobalData.LastRandomNumber = G0349_ul_LastRandomNumber; file->writeUint16BE(_championMan->_partyChampionCount); file->writeSint16BE(_dungeonMan->_partyMapX); file->writeSint16BE(_dungeonMan->_partyMapY); file->writeUint16BE(_dungeonMan->_partyDir); file->writeByte(_dungeonMan->_partyMapIndex); file->writeSint16BE(_championMan->_leaderIndex); file->writeSint16BE(_championMan->_magicCasterChampionIndex); file->writeUint16BE(_timeline->_eventCount); file->writeUint16BE(_timeline->_firstUnusedEventIndex); file->writeUint16BE(_timeline->_eventMaxCount); file->writeUint16BE(_groupMan->_currActiveGroupCount); file->writeSint32BE(_projexpl->_lastCreatureAttackTime); file->writeSint32BE(_projexpl->_lastPartyMovementTime); file->writeSint16BE(_disabledMovementTicks); file->writeSint16BE(_projectileDisableMovementTicks); file->writeSint16BE(_lastProjectileDisabledMovementDirection); file->writeUint16BE(_championMan->_leaderHandObject.toUint16()); file->writeUint16BE(_groupMan->_maxActiveGroupCount); // write C1_SAVE_PART_ACTIVE_GROUP part _groupMan->saveActiveGroupPart(file); // write C2_SAVE_PART_PARTY part _championMan->savePartyPart2(file); // write C3_SAVE_PART_EVENTS part _timeline->saveEventsPart(file); // write C4_SAVE_PART_TIMELINE part _timeline->saveTimelinePart(file); // write sentinel file->writeUint32BE(0x6f85e3d3); // save _g278_dungeonFileHeader DungeonFileHeader &header = _dungeonMan->_dungeonFileHeader; file->writeUint16BE(header._ornamentRandomSeed); file->writeUint16BE(header._rawMapDataSize); file->writeByte(header._mapCount); file->writeByte(0); // to match the structure of dungeon.dat, will be discarded file->writeUint16BE(header._textDataWordCount); file->writeUint16BE(header._partyStartLocation); file->writeUint16BE(header._squareFirstThingCount); for (uint16 i = 0; i < 16; ++i) file->writeUint16BE(header._thingCounts[i]); // save _g277_dungeonMaps for (uint16 i = 0; i < _dungeonMan->_dungeonFileHeader._mapCount; ++i) { Map &map = _dungeonMan->_dungeonMaps[i]; file->writeUint16BE(map._rawDunDataOffset); file->writeUint32BE(0); // to match the structure of dungeon.dat, will be discarded file->writeByte(map._offsetMapX); file->writeByte(map._offsetMapY); uint16 tmp; tmp = ((map._height & 0x1F) << 11) | ((map._width & 0x1F) << 6) | (map._level & 0x3F); file->writeUint16BE(tmp); tmp = ((map._randFloorOrnCount & 0xF) << 12) | ((map._floorOrnCount & 0xF) << 8) | ((map._randWallOrnCount & 0xF) << 4) | (map._wallOrnCount & 0xF); file->writeUint16BE(tmp); tmp = ((map._difficulty & 0xF) << 12) | ((map._creatureTypeCount & 0xF) << 4) | (map._doorOrnCount & 0xF); file->writeUint16BE(tmp); tmp = ((map._doorSet1 & 0xF) << 12) | ((map._doorSet0 & 0xF) << 8) | ((map._wallSet & 0xF) << 4) | (map._floorSet & 0xF); file->writeUint16BE(tmp); } // save _g280_dungeonColumnsCumulativeSquareThingCount for (uint16 i = 0; i < _dungeonMan->_dungeonColumCount; ++i) file->writeUint16BE(_dungeonMan->_dungeonColumnsCumulativeSquareThingCount[i]); // save _g283_squareFirstThings for (uint16 i = 0; i < _dungeonMan->_dungeonFileHeader._squareFirstThingCount; ++i) file->writeUint16BE(_dungeonMan->_squareFirstThings[i].toUint16()); // save _g260_dungeonTextData for (uint16 i = 0; i < _dungeonMan->_dungeonFileHeader._textDataWordCount; ++i) file->writeUint16BE(_dungeonMan->_dungeonTextData[i]); // save _g284_thingData for (uint16 thingIndex = 0; thingIndex < 16; ++thingIndex) for (uint16 i = 0; i < _dungeonMan->_thingDataWordCount[thingIndex] * _dungeonMan->_dungeonFileHeader._thingCounts[thingIndex]; ++i) file->writeUint16BE(_dungeonMan->_thingData[thingIndex][i]); // save _g276_dungeonRawMapData for (uint32 i = 0; i < _dungeonMan->_dungeonFileHeader._rawMapDataSize; ++i) file->writeByte(_dungeonMan->_dungeonRawMapData[i]); file->flush(); file->finalize(); delete file; return true; }