scummvm/saga/saveload.cpp
Eugene Sandulenko 65ade039ec o Fix save/load. Now it restores game properly but still at exit #0.
o Proper background for inset rooms. Crowd is gone now.
o Draw black border around inset rooms.

svn-id: r17744
2005-04-22 01:38:27 +00:00

199 lines
5.1 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "common/config-manager.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/file.h"
#include "saga/saga.h"
#include "saga/actor.h"
#include "saga/isomap.h"
#include "saga/resnames.h"
#include "saga/script.h"
#include "saga/interface.h"
#include "saga/scene.h"
#include "saga/render.h"
namespace Saga {
void SagaEngine::save() {
File out;
out.open("ite.sav", File::kFileWriteMode);
out.writeSint16LE(_actor->_actorsCount);
out.writeSint16LE(_actor->_objsCount);
out.writeSint16LE(_script->_commonBufferSize);
out.writeSint16LE(_actor->getProtagState());
// Surrounding scene
out.writeSint32LE(_scene->getOutsetSceneNumber());
out.writeSint32LE(0);
// Inset scene
out.writeSint32LE(_scene->currentSceneNumber());
out.writeSint32LE(0);
uint16 i;
for (i = 0; i < _actor->_actorsCount; i++) {
ActorData *a = _actor->_actors[i];
out.writeSint32LE(a->sceneNumber);
out.writeSint16LE(a->location.x);
out.writeSint16LE(a->location.y);
out.writeSint16LE(a->location.z);
out.writeSint16LE(a->finalTarget.x);
out.writeSint16LE(a->finalTarget.y);
out.writeSint16LE(a->finalTarget.z);
out.writeByte(a->currentAction);
out.writeByte(a->facingDirection);
out.writeSint16LE(a->targetObject);
out.writeByte(a->flags & (kProtagonist | kFollower));
out.writeByte(a->frameNumber);
out.writeSint16LE(0);
}
for (i = 0; i < _actor->_objsCount; i++) {
ObjectData *o = _actor->_objs[i];
out.writeSint32LE(o->sceneNumber);
out.writeSint32LE(o->id);
out.writeSint16LE(o->location.x);
out.writeSint16LE(o->location.y);
out.writeSint16LE(o->location.z);
out.writeSint16LE(o->nameIndex);
if (o->sceneNumber == ITE_SCENE_INV) {
out.writeSint16LE(_interface->inventoryItemPosition(_actor->objIndexToId(i)));
} else {
out.writeSint16LE(0);
}
out.writeByte(0);
}
for (i = 0; i < _script->_commonBufferSize; i++)
out.writeByte(_script->_commonBuffer[i]);
out.writeSint16LE(_isoMap->getMapPosition().x);
out.writeSint16LE(_isoMap->getMapPosition().y);
out.close();
}
void SagaEngine::load() {
File in;
int actorsCount, objsCount, commonBufferSize;
int scenenum, inset;
int mapx, mapy;
in.open("ite.sav");
if (!in.isOpen())
return;
actorsCount = in.readSint16LE();
objsCount = in.readSint16LE();
commonBufferSize = in.readSint16LE();
_actor->setProtagState(in.readSint16LE());
// Surrounding scene
scenenum = in.readSint32LE();
in.readSint32LE();
// Inset scene
inset = in.readSint32LE();
in.readSint32LE();
debug(0, "scene: %d out: %d", scenenum, inset);
uint16 i;
for (i = 0; i < actorsCount; i++) {
ActorData *a = _actor->_actors[i];
a->sceneNumber = in.readSint32LE();
a->location.x = in.readSint16LE();
a->location.y = in.readSint16LE();
a->location.z = in.readSint16LE();
a->finalTarget.x = in.readSint16LE();
a->finalTarget.y = in.readSint16LE();
a->finalTarget.z = in.readSint16LE();
a->currentAction = in.readByte();
a->facingDirection = in.readByte();
a->targetObject = in.readSint16LE();
a->flags = (a->flags & ~(kProtagonist | kFollower) | in.readByte());
a->frameNumber = in.readByte();
in.readSint16LE();
}
_interface->clearInventory();
for (i = 0; i < objsCount; i++) {
ObjectData *o = _actor->_objs[i];
int pos;
o->sceneNumber = in.readSint32LE();
o->id = in.readSint32LE();
o->location.x = in.readSint16LE();
o->location.y = in.readSint16LE();
o->location.z = in.readSint16LE();
o->nameIndex = in.readSint16LE();
pos = in.readSint16LE();
if (o->sceneNumber == ITE_SCENE_INV) {
_interface->addToInventory(_actor->objIndexToId(i), pos);
}
in.readByte();
}
for (i = 0; i < commonBufferSize; i++)
_script->_commonBuffer[i] = in.readByte();
mapx = in.readSint16LE();
mapy = in.readSint16LE();
in.close();
_isoMap->setMapPosition(mapx, mapy);
// FIXME: When save/load screen will be implemented we should
// call these after that screen left by user
_interface->draw();
// FIXME: hmmm... now we always require actorsEntrance to be defined
// so no way to restore at arbitrary position
_scene->clearSceneQueue();
_scene->changeScene(scenenum, 0);
if (inset != scenenum) {
_render->drawScene();
_scene->clearSceneQueue();
_scene->changeScene(inset, 0);
}
}
} // End of namespace Saga