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https://github.com/libretro/scummvm.git
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a4f02c7383
Now flags, version, description and thumbnail are added in the end of the file, thus making saves compatible with original ones.
320 lines
12 KiB
C++
320 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* MIT License:
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*
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* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use,
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* copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following
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* conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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*/
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#include "common/file.h"
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#include "common/debug.h"
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#include "common/debug-channels.h"
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#include "common/config-manager.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "common/textconsole.h"
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#include "common/translation.h"
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#include "gui/saveload.h"
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#include "graphics/thumbnail.h"
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#include "graphics/surface.h"
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#include "wage/wage.h"
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#include "wage/world.h"
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#include "wage/entities.h"
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#define SAVEGAME_CURRENT_VERSION 1
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//
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// Original saves format is supported.
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// ScummVM adds flags, description and thumbnail
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// in the end of the file (shouldn't make saves incompatible).
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//
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// Version 0 (original/ScummVM): first ScummVM version
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//
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namespace Wage {
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static const uint32 WAGEflag = MKTAG('W', 'A', 'G', 'E');
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//TODO: make sure these are calculated right: (we add flag, description, etc)
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#define VARS_INDEX 0x005E
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#define SCENES_INDEX 0x0232
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#define SCENE_SIZE 0x0010
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#define CHR_SIZE 0x0016
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#define OBJ_SIZE 0x0010
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#define GET_HEX_OFFSET(ptr, baseOffset, entrySize) ((ptr) == nullptr ? -1 : ((baseOffset) + (entrySize) * (ptr)->_index))
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#define GET_HEX_CHR_OFFSET(ptr) GET_HEX_OFFSET((ptr), chrsHexOffset, CHR_SIZE)
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#define GET_HEX_OBJ_OFFSET(ptr) GET_HEX_OFFSET((ptr), objsHexOffset, OBJ_SIZE)
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#define GET_HEX_SCENE_OFFSET(ptr) ((ptr) == nullptr ? -1 : (SCENES_INDEX + getSceneIndex(_world->_player->_currentScene) * SCENE_SIZE))
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int WageEngine::getSceneIndex(Scene *scene) const {
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assert(scene);
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Common::Array<Scene *> &orderedScenes = _world->_orderedScenes;
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for (uint32 i = 0; i < orderedScenes.size(); ++i) {
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if (orderedScenes[i] == scene) return i;
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}
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warning("Scene's index not found");
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return -1;
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}
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int WageEngine::saveGame(const Common::String &fileName, const Common::String &descriptionString) {
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Common::OutSaveFile *out;
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int result = 0;
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debug(9, "WageEngine::saveGame(%s, %s)", fileName.c_str(), descriptionString.c_str());
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if (!(out = _saveFileMan->openForSaving(fileName))) {
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warning("Can't create file '%s', game not saved", fileName.c_str());
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return -1;
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} else {
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debug(9, "Successfully opened %s for writing", fileName.c_str());
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}
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// Counters
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out->writeSint16LE(_world->_scenes.size()); //numScenes
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out->writeSint16LE(_world->_chrs.size()); //numChars
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out->writeSint16LE(_world->_objs.size()); //numObjs
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// Hex Offsets
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int chrsHexOffset = SCENES_INDEX + _world->_scenes.size() * SCENE_SIZE; //chrs start after scenes
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int objsHexOffset = chrsHexOffset + _world->_chrs.size() * CHR_SIZE; //objs start after chrs
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out->writeSint32LE(chrsHexOffset);
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out->writeSint32LE(objsHexOffset);
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// Unique 8-byte World Signature
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out->writeSint32LE(_world->_signature); //8-byte ints? seriously? (uses 4 bytes in java code too)
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Chr *player = _world->_player;
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Context &playerContext = player->_context;
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// More Counters
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out->writeSint32LE(playerContext._visits); //visitNum
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out->writeSint32LE(_loopCount); //loopNum
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out->writeSint32LE(playerContext._kills); //killNum
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// Hex offset to player character
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out->writeSint32LE(GET_HEX_CHR_OFFSET(player)); //getPlayerHexOffset() == getHexOffsetForChr(player)
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// character in this scene?
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out->writeSint32LE(GET_HEX_CHR_OFFSET(_monster)); //getPresCharHexOffset() == getHexOffsetForChr(monster)
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// Hex offset to current scene
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out->writeSint32LE(GET_HEX_SCENE_OFFSET(player->_currentScene)); //getCurSceneHexOffset()
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// wearing a helmet?
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out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::HEAD_ARMOR])); //helmetIndex
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// holding a shield?
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out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::SHIELD_ARMOR])); //shieldIndex
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// wearing chest armor?
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out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::BODY_ARMOR])); //chestArmIndex
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// wearing spiritual armor?
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out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::MAGIC_ARMOR])); //sprtArmIndex
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// TODO:
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out->writeSint16LE(0xffff); // ???? - always FFFF
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out->writeSint16LE(0xffff); // ???? - always FFFF
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out->writeSint16LE(0xffff); // ???? - always FFFF
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out->writeSint16LE(0xffff); // ???? - always FFFF
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// did a character just escape?
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out->writeSint32LE(GET_HEX_CHR_OFFSET(_running)); //getRunCharHexOffset() == getHexOffsetForChr(running)
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// players experience points
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out->writeSint32LE(playerContext._experience);
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out->writeSint16LE(_aim); //aim
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out->writeSint16LE(_opponentAim); //opponentAim
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// TODO:
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out->writeSint16LE(0x0000); // always 0
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out->writeSint16LE(0x0000); // always 0
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out->writeSint16LE(0x0000); // always 0
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// Base character stats
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out->writeByte(playerContext._statVariables[PHYS_STR_BAS]); //state.getBasePhysStr()
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out->writeByte(playerContext._statVariables[PHYS_HIT_BAS]); //state.getBasePhysHp()
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out->writeByte(playerContext._statVariables[PHYS_ARM_BAS]); //state.getBasePhysArm()
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out->writeByte(playerContext._statVariables[PHYS_ACC_BAS]); //state.getBasePhysAcc()
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out->writeByte(playerContext._statVariables[SPIR_STR_BAS]); //state.getBaseSprtStr()
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out->writeByte(playerContext._statVariables[SPIR_HIT_BAS]); //state.getBaseSprtHp()
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out->writeByte(playerContext._statVariables[SPIR_ARM_BAS]); //state.getBaseSprtArm()
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out->writeByte(playerContext._statVariables[SPIR_ACC_BAS]); //state.getBaseSprtAcc()
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out->writeByte(playerContext._statVariables[PHYS_SPE_BAS]); //state.getBaseRunSpeed()
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// TODO:
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out->writeByte(0x0A); // ???? - always seems to be 0x0A
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// write user vars
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for (uint32 i = 0; i < 26 * 9; ++i)
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out->writeSint16LE(playerContext._userVariables[i]);
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// write updated info for all scenes
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Common::Array<Scene *> &orderedScenes = _world->_orderedScenes;
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for (uint32 i = 0; i < orderedScenes.size(); ++i) {
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Scene *scene = orderedScenes[i];
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if (scene != _world->_storageScene) {
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out->writeSint16LE(scene->_resourceId);
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out->writeSint16LE(scene->_worldY);
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out->writeSint16LE(scene->_worldX);
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out->writeByte(scene->_blocked[NORTH] ? 0x01 : 0x00);
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out->writeByte(scene->_blocked[SOUTH] ? 0x01 : 0x00);
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out->writeByte(scene->_blocked[EAST] ? 0x01 : 0x00);
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out->writeByte(scene->_blocked[WEST] ? 0x01 : 0x00);
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out->writeSint16LE(scene->_soundFrequency);
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out->writeByte(scene->_soundType);
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// the following two bytes are currently unknown
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out->writeByte(0);
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out->writeByte(0);
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out->writeByte(scene->_visited ? 0x01 : 0x00);
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}
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}
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// write updated info for all characters
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Common::Array<Chr *> &orderedChrs = _world->_orderedChrs;
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for (uint32 i = 0; i < orderedChrs.size(); ++i) {
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Chr *chr = orderedChrs[i];
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out->writeSint16LE(chr->_resourceId);
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out->writeSint16LE(chr->_currentScene->_resourceId);
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Context &chrContext = chr->_context;
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out->writeByte(chrContext._statVariables[PHYS_STR_CUR]);
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out->writeByte(chrContext._statVariables[PHYS_HIT_CUR]);
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out->writeByte(chrContext._statVariables[PHYS_ARM_CUR]);
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out->writeByte(chrContext._statVariables[PHYS_ACC_CUR]);
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out->writeByte(chrContext._statVariables[SPIR_STR_CUR]);
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out->writeByte(chrContext._statVariables[SPIR_HIT_CUR]);
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out->writeByte(chrContext._statVariables[SPIR_ARM_CUR]);
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out->writeByte(chrContext._statVariables[SPIR_ACC_CUR]);
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out->writeByte(chrContext._statVariables[PHYS_SPE_CUR]);
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out->writeByte(chr->_rejectsOffers);
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out->writeByte(chr->_followsOpponent);
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// bytes 16-20 are unknown
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out->writeByte(0);
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out->writeByte(0);
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out->writeByte(0);
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out->writeByte(0);
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out->writeByte(0);
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out->writeByte(chr->_weaponDamage1);
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out->writeByte(chr->_weaponDamage2);
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}
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// write updated info for all objects
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Common::Array<Obj *> &orderedObjs = _world->_orderedObjs;
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for (uint32 i = 0; i < orderedObjs.size(); ++i) {
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Obj *obj = orderedObjs[i];
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Scene *location = obj->_currentScene;
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Chr *owner = obj->_currentOwner;
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out->writeSint16LE(obj->_resourceId);
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out->writeSint16LE(location == nullptr ? 0 : location->_resourceId);
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out->writeSint16LE(owner == nullptr ? 0 : owner->_resourceId);
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// bytes 7-9 are unknown (always = 0)
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out->writeByte(0);
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out->writeByte(0);
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out->writeByte(0);
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out->writeByte(obj->_accuracy);
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out->writeByte(obj->_value);
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out->writeByte(obj->_type);
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out->writeByte(obj->_damage);
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out->writeByte(obj->_attackType);
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out->writeSint16LE(obj->_numberOfUses);
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}
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// the following is appended by ScummVM
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out->writeUint32BE(WAGEflag);
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// Write description of saved game, limited to WAGE_SAVEDGAME_DESCRIPTION_LEN characters + terminating NUL
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const int WAGE_SAVEDGAME_DESCRIPTION_LEN = 127;
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char description[WAGE_SAVEDGAME_DESCRIPTION_LEN + 1];
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memset(description, 0, sizeof(description));
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strncpy(description, descriptionString.c_str(), WAGE_SAVEDGAME_DESCRIPTION_LEN);
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assert(WAGE_SAVEDGAME_DESCRIPTION_LEN + 1 == 128); // safety
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out->write(description, 128);
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out->writeByte(SAVEGAME_CURRENT_VERSION);
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debug(9, "Writing save game version (%d)", SAVEGAME_CURRENT_VERSION);
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// Thumbnail
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Graphics::saveThumbnail(*out);
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// this one to make checking easier:
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// it couldn't be added to the beginning
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// and we won't be able to find it in the middle,
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// so these would be the last 4 bytes of the file
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out->writeUint32BE(WAGEflag);
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out->finalize();
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if (out->err()) {
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warning("Can't write file '%s'. (Disk full?)", fileName.c_str());
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result = -1;
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} else
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debug(9, "Saved game %s in file %s", descriptionString.c_str(), fileName.c_str());
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delete out;
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return result;
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}
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Common::String WageEngine::getSavegameFilename(int16 slotId) const {
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Common::String saveLoadSlot = _targetName;
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saveLoadSlot += Common::String::format(".%.3d", slotId);
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return saveLoadSlot;
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}
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Common::Error WageEngine::saveGameState(int slot, const Common::String &description) {
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Common::String saveLoadSlot = getSavegameFilename(slot);
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if (saveGame(saveLoadSlot, description) == 0)
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return Common::kNoError;
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else
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return Common::kUnknownError;
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}
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} // End of namespace Agi
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