scummvm/engines/wage/saveload.cpp
Paul Gilbert 9f175c4053 ENGINES: Cleanup of savegame filenames generation
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
2020-02-16 15:44:28 -08:00

771 lines
25 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* MIT License:
*
* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
*/
#include "common/file.h"
#include "common/debug.h"
#include "common/debug-channels.h"
#include "common/config-manager.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "gui/saveload.h"
#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "wage/wage.h"
#include "wage/world.h"
#include "wage/entities.h"
#define SAVEGAME_CURRENT_VERSION 1
//
// Original saves format is supported.
// ScummVM adds flags, description and thumbnail
// in the end of the file (shouldn't make saves incompatible).
//
// Version 0 (original/ScummVM): first ScummVM version
//
namespace Wage {
static const uint32 WAGEflag = MKTAG('W', 'A', 'G', 'E');
//TODO: make sure these are calculated right: (we add flag, description, etc)
#define VARS_INDEX 0x005E
#define SCENES_INDEX 0x0232
#define SCENE_SIZE 0x0010
#define CHR_SIZE 0x0016
#define OBJ_SIZE 0x0010
#define GET_HEX_OFFSET(ptr, baseOffset, entrySize) ((ptr) == nullptr ? -1 : ((baseOffset) + (entrySize) * (ptr)->_index))
#define GET_HEX_CHR_OFFSET(ptr) GET_HEX_OFFSET((ptr), chrsHexOffset, CHR_SIZE)
#define GET_HEX_OBJ_OFFSET(ptr) GET_HEX_OFFSET((ptr), objsHexOffset, OBJ_SIZE)
#define GET_HEX_SCENE_OFFSET(ptr) ((ptr) == nullptr ? -1 : \
((ptr) == _world->_storageScene ? 0 : (SCENES_INDEX + getSceneIndex(_world->_player->_currentScene) * SCENE_SIZE)))
int WageEngine::getSceneIndex(Scene *scene) const {
assert(scene);
Common::Array<Scene *> &orderedScenes = _world->_orderedScenes;
for (uint32 i = 0; i < orderedScenes.size(); ++i) {
if (orderedScenes[i] == scene) return i-1;
}
warning("Scene's index not found");
return -1;
}
Obj *WageEngine::getObjByOffset(int offset, int objBaseOffset) const {
int objIndex = -1;
if (offset != 0xFFFF) {
objIndex = (offset - objBaseOffset) / CHR_SIZE;
}
if (objIndex >= 0 && (uint)objIndex < _world->_orderedObjs.size()) {
return _world->_orderedObjs[objIndex];
}
return nullptr;
}
Chr *WageEngine::getChrById(int resId) const {
Common::Array<Chr *> &orderedChrs = _world->_orderedChrs;
for (uint32 i = 0; i < orderedChrs.size(); ++i) {
if (orderedChrs[i]->_resourceId == resId)
return orderedChrs[i];
}
return nullptr;
}
Chr *WageEngine::getChrByOffset(int offset, int chrBaseOffset) const {
int chrIndex = -1;
if (offset != 0xFFFF) {
chrIndex = (offset - chrBaseOffset) / CHR_SIZE;
}
if (chrIndex >= 0 && (uint)chrIndex < _world->_orderedChrs.size()) {
return _world->_orderedChrs[chrIndex];
}
return nullptr;
}
Scene *WageEngine::getSceneById(int resId) const {
Common::Array<Scene *> &orderedScenes = _world->_orderedScenes;
for (uint32 i = 0; i < orderedScenes.size(); ++i) {
if (orderedScenes[i]->_resourceId == resId)
return orderedScenes[i];
}
return nullptr;
}
Scene *WageEngine::getSceneByOffset(int offset) const {
int sceneIndex = -1;
if (offset != 0xFFFF) {
if (offset == 0)
sceneIndex = 0;
else
sceneIndex = 1 + (offset - SCENES_INDEX) / SCENE_SIZE;
}
if (sceneIndex >= 0 && (uint)sceneIndex < _world->_orderedScenes.size()) {
if (sceneIndex == 0) return _world->_storageScene;
return _world->_orderedScenes[sceneIndex];
}
return nullptr;
}
int WageEngine::saveGame(const Common::String &fileName, const Common::String &descriptionString) {
Common::OutSaveFile *out;
int result = 0;
debug(9, "WageEngine::saveGame(%s, %s)", fileName.c_str(), descriptionString.c_str());
if (!(out = _saveFileMan->openForSaving(fileName))) {
warning("Can't create file '%s', game not saved", fileName.c_str());
return -1;
} else {
debug(9, "Successfully opened %s for writing", fileName.c_str());
}
// Counters
out->writeSint16LE(_world->_scenes.size()); //numScenes
out->writeSint16LE(_world->_chrs.size()); //numChars
out->writeSint16LE(_world->_objs.size()); //numObjs
// Hex Offsets
int chrsHexOffset = SCENES_INDEX + _world->_scenes.size() * SCENE_SIZE; //chrs start after scenes
int objsHexOffset = chrsHexOffset + _world->_chrs.size() * CHR_SIZE; //objs start after chrs
out->writeSint32LE(chrsHexOffset);
out->writeSint32LE(objsHexOffset);
// Unique 8-byte World Signature
out->writeSint32LE(_world->_signature); //8-byte ints? seriously? (uses 4 bytes in java code too)
Chr *player = _world->_player;
Context &playerContext = player->_context;
// More Counters
out->writeSint32LE(playerContext._visits); //visitNum
out->writeSint32LE(_loopCount); //loopNum
out->writeSint32LE(playerContext._kills); //killNum
// Hex offset to player character
out->writeSint32LE(GET_HEX_CHR_OFFSET(player)); //getPlayerHexOffset() == getHexOffsetForChr(player)
// character in this scene?
out->writeSint32LE(GET_HEX_CHR_OFFSET(_monster)); //getPresCharHexOffset() == getHexOffsetForChr(monster)
// Hex offset to current scene
out->writeSint32LE(GET_HEX_SCENE_OFFSET(player->_currentScene)); //getCurSceneHexOffset()
// wearing a helmet?
out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::HEAD_ARMOR])); //helmetIndex
// holding a shield?
out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::SHIELD_ARMOR])); //shieldIndex
// wearing chest armor?
out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::BODY_ARMOR])); //chestArmIndex
// wearing spiritual armor?
out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::MAGIC_ARMOR])); //sprtArmIndex
// TODO:
out->writeUint16LE(0xffff); // ???? - always FFFF
out->writeUint16LE(0xffff); // ???? - always FFFF
out->writeUint16LE(0xffff); // ???? - always FFFF
out->writeUint16LE(0xffff); // ???? - always FFFF
// did a character just escape?
out->writeSint32LE(GET_HEX_CHR_OFFSET(_running)); //getRunCharHexOffset() == getHexOffsetForChr(running)
// players experience points
out->writeSint32LE(playerContext._experience);
out->writeSint16LE(_aim); //aim
out->writeSint16LE(_opponentAim); //opponentAim
// TODO:
out->writeSint16LE(0x0000); // always 0
out->writeSint16LE(0x0000); // always 0
out->writeSint16LE(0x0000); // always 0
// Base character stats
out->writeByte(playerContext._statVariables[PHYS_STR_BAS]); //state.getBasePhysStr()
out->writeByte(playerContext._statVariables[PHYS_HIT_BAS]); //state.getBasePhysHp()
out->writeByte(playerContext._statVariables[PHYS_ARM_BAS]); //state.getBasePhysArm()
out->writeByte(playerContext._statVariables[PHYS_ACC_BAS]); //state.getBasePhysAcc()
out->writeByte(playerContext._statVariables[SPIR_STR_BAS]); //state.getBaseSprtStr()
out->writeByte(playerContext._statVariables[SPIR_HIT_BAS]); //state.getBaseSprtHp()
out->writeByte(playerContext._statVariables[SPIR_ARM_BAS]); //state.getBaseSprtArm()
out->writeByte(playerContext._statVariables[SPIR_ACC_BAS]); //state.getBaseSprtAcc()
out->writeByte(playerContext._statVariables[PHYS_SPE_BAS]); //state.getBaseRunSpeed()
// TODO:
out->writeByte(0x0A); // ???? - always seems to be 0x0A
// write user vars
for (uint32 i = 0; i < 26 * 9; ++i)
out->writeSint16LE(playerContext._userVariables[i]);
// write updated info for all scenes
Common::Array<Scene *> &orderedScenes = _world->_orderedScenes;
for (uint32 i = 0; i < orderedScenes.size(); ++i) {
Scene *scene = orderedScenes[i];
if (scene != _world->_storageScene) {
out->writeSint16LE(scene->_resourceId);
out->writeSint16LE(scene->_worldY);
out->writeSint16LE(scene->_worldX);
out->writeByte(scene->_blocked[NORTH] ? 0x01 : 0x00);
out->writeByte(scene->_blocked[SOUTH] ? 0x01 : 0x00);
out->writeByte(scene->_blocked[EAST] ? 0x01 : 0x00);
out->writeByte(scene->_blocked[WEST] ? 0x01 : 0x00);
out->writeSint16LE(scene->_soundFrequency);
out->writeByte(scene->_soundType);
// the following two bytes are currently unknown
out->writeByte(0);
out->writeByte(0);
out->writeByte(scene->_visited ? 0x01 : 0x00);
}
}
// write updated info for all characters
Common::Array<Chr *> &orderedChrs = _world->_orderedChrs;
for (uint32 i = 0; i < orderedChrs.size(); ++i) {
Chr *chr = orderedChrs[i];
out->writeSint16LE(chr->_resourceId);
out->writeSint16LE(chr->_currentScene->_resourceId);
Context &chrContext = chr->_context;
out->writeByte(chrContext._statVariables[PHYS_STR_CUR]);
out->writeByte(chrContext._statVariables[PHYS_HIT_CUR]);
out->writeByte(chrContext._statVariables[PHYS_ARM_CUR]);
out->writeByte(chrContext._statVariables[PHYS_ACC_CUR]);
out->writeByte(chrContext._statVariables[SPIR_STR_CUR]);
out->writeByte(chrContext._statVariables[SPIR_HIT_CUR]);
out->writeByte(chrContext._statVariables[SPIR_ARM_CUR]);
out->writeByte(chrContext._statVariables[SPIR_ACC_CUR]);
out->writeByte(chrContext._statVariables[PHYS_SPE_CUR]);
out->writeByte(chr->_rejectsOffers);
out->writeByte(chr->_followsOpponent);
// bytes 16-20 are unknown
out->writeByte(0);
out->writeByte(0);
out->writeByte(0);
out->writeByte(0);
out->writeByte(0);
out->writeByte(chr->_weaponDamage1);
out->writeByte(chr->_weaponDamage2);
}
// write updated info for all objects
Common::Array<Obj *> &orderedObjs = _world->_orderedObjs;
for (uint32 i = 0; i < orderedObjs.size(); ++i) {
Obj *obj = orderedObjs[i];
Scene *location = obj->_currentScene;
Chr *owner = obj->_currentOwner;
out->writeSint16LE(obj->_resourceId);
out->writeSint16LE(location == nullptr ? 0 : location->_resourceId);
out->writeSint16LE(owner == nullptr ? 0 : owner->_resourceId);
// bytes 7-9 are unknown (always = 0)
out->writeByte(0);
out->writeByte(0);
out->writeByte(0);
out->writeByte(obj->_accuracy);
out->writeByte(obj->_value);
out->writeByte(obj->_type);
out->writeByte(obj->_damage);
out->writeByte(obj->_attackType);
out->writeSint16LE(obj->_numberOfUses);
}
// the following is appended by ScummVM
int32 appendixOffset = out->pos();
if (appendixOffset < 0) {
warning("OutSaveFile::pos() failed");
}
out->writeUint32BE(WAGEflag);
// Write description of saved game, limited to WAGE_SAVEDGAME_DESCRIPTION_LEN characters + terminating NUL
const int WAGE_SAVEDGAME_DESCRIPTION_LEN = 127;
char description[WAGE_SAVEDGAME_DESCRIPTION_LEN + 1];
memset(description, 0, sizeof(description));
strncpy(description, descriptionString.c_str(), WAGE_SAVEDGAME_DESCRIPTION_LEN);
assert(WAGE_SAVEDGAME_DESCRIPTION_LEN + 1 == 128); // safety
out->write(description, 128);
out->writeByte(SAVEGAME_CURRENT_VERSION);
debug(9, "Writing save game version (%d)", SAVEGAME_CURRENT_VERSION);
// Thumbnail
Graphics::saveThumbnail(*out);
out->writeUint32BE(appendixOffset);
// this one to make checking easier:
// it couldn't be added to the beginning
// and we won't be able to find it in the middle,
// so these would be the last 4 bytes of the file
out->writeUint32BE(WAGEflag);
out->finalize();
if (out->err()) {
warning("Can't write file '%s'. (Disk full?)", fileName.c_str());
result = -1;
} else
debug(9, "Saved game %s in file %s", descriptionString.c_str(), fileName.c_str());
delete out;
return result;
}
int WageEngine::loadGame(int slotId) {
Common::InSaveFile *data;
Common::String fileName = getSaveStateName(slotId);
debug(9, "WageEngine::loadGame(%d)", slotId);
if (!(data = _saveFileMan->openForLoading(fileName))) {
warning("Can't open file '%s', game not loaded", fileName.c_str());
return -1;
} else {
debug(9, "Successfully opened %s for reading", fileName.c_str());
}
// Counters
int numScenes = data->readSint16LE();
int numChars = data->readSint16LE();
int numObjs = data->readSint16LE();
// Hex Offsets
int chrsHexOffset = data->readSint32LE();
int objsHexOffset = data->readSint32LE();
// Unique 8-byte World Signature
int signature = data->readSint32LE();
if (_world->_signature != signature) {
warning("This saved game is for a different world, please select another one");
warning("World signature = %d, save signature = %d", _world->_signature, signature);
delete data;
return -1;
}
// More Counters
int visitNum = data->readSint32LE(); //visitNum
int loopNum = data->readSint32LE(); //loopNum
int killNum = data->readSint32LE(); //killNum
// Hex offset to player character
int playerOffset = data->readSint32LE();
// character in this scene?
int presCharOffset = data->readSint32LE();
// Hex offset to current scene
int currentSceneOffset = data->readSint32LE();
// find player and current scene
Chr *player = getChrByOffset(playerOffset, chrsHexOffset);
if (player == nullptr) {
warning("Invalid Character! Aborting load.");
delete data;
return -1;
}
Scene *currentScene = getSceneByOffset(currentSceneOffset);
if (currentScene == nullptr) {
warning("Invalid Scene! Aborting load.");
delete data;
return -1;
}
// set player character
_world->_player = player;
// set current scene
player->_currentScene = currentScene;
// clear the players inventory list
player->_inventory.clear();
// wearing a helmet?
int helmetOffset = data->readSint32LE(); //helmetIndex
// holding a shield?
int shieldOffset = data->readSint32LE(); //shieldIndex
// wearing chest armor?
int armorOffset = data->readSint32LE(); //chestArmIndex
// wearing spiritual armor?
int spiritualArmorOffset = data->readSint32LE(); //sprtArmIndex
data->readSint16LE(); // FFFF
data->readSint16LE(); // FFFF
data->readSint16LE(); // FFFF
data->readSint16LE(); // FFFF
/* int runCharOffset = */ data->readSint32LE();
// players experience points
int exp = data->readSint32LE(); // @ playerContext._experience
int aim = data->readSint16LE(); //aim
int opponentAim = data->readSint16LE(); //opponentAim
data->readSint16LE(); // 0000
data->readSint16LE(); // 0000
data->readSint16LE(); // 0000
// Base character stats
int basePhysStr = data->readByte();
int basePhysHp = data->readByte();
int basePhysArm = data->readByte();
int basePhysAcc = data->readByte();
int baseSprtStr = data->readByte();
int baseSprtHp = data->readByte();
int baseSprtArm = data->readByte();
int baseSprtAcc = data->readByte();
int baseRunSpeed = data->readByte();
// set player stats
Context &playerContext = player->_context;
// I'm setting player fields also, because those are used as base values in Chr::resetState()
playerContext._statVariables[PHYS_STR_BAS] = player->_physicalStrength = basePhysStr;
playerContext._statVariables[PHYS_HIT_BAS] = player->_physicalHp = basePhysHp;
playerContext._statVariables[PHYS_ARM_BAS] = player->_naturalArmor = basePhysArm;
playerContext._statVariables[PHYS_ACC_BAS] = player->_physicalAccuracy = basePhysAcc;
playerContext._statVariables[SPIR_STR_BAS] = player->_spiritualStength = baseSprtStr;
playerContext._statVariables[SPIR_HIT_BAS] = player->_spiritialHp = baseSprtHp;
playerContext._statVariables[SPIR_ARM_BAS] = player->_resistanceToMagic = baseSprtArm;
playerContext._statVariables[SPIR_ACC_BAS] = player->_spiritualAccuracy = baseSprtAcc;
playerContext._statVariables[PHYS_SPE_BAS] = player->_runningSpeed = baseRunSpeed;
// set visit#
playerContext._visits = visitNum;
// set monsters killed
playerContext._kills = killNum;
// set experience
playerContext._experience = exp;
// if a character is present, move it to this scene
// TODO: This is done in the engine object, would it be cleaner
// to move it here?
// well, it's actually down there now, now sure if that's "cleaner"
// when it's up there or down there
// if a character just ran away, let our engine know
// TODO: The current engine doesn't have a case for this, we
// should update it
// yep, I don't see such code anywhere in java, so not added it here
data->readByte(); // 0x0A?
// set all user variables
for (uint32 i = 0; i < 26 * 9; ++i) {
playerContext._userVariables[i] = data->readSint16LE();
}
// update all scene stats
Common::Array<Scene *> &orderedScenes = _world->_orderedScenes;
if ((uint)numScenes != orderedScenes.size()) {
warning("scenes number in file (%d) differs from the one in world (%d)", numScenes, orderedScenes.size());
}
for (uint32 i = 0; i < orderedScenes.size(); ++i) {
Scene *scene = orderedScenes[i];
if (scene == _world->_storageScene) {
scene->_chrs.clear();
scene->_objs.clear();
} else {
int id = data->readSint16LE();
if (scene->_resourceId != id) {
warning("loadGame(): updating scenes: expected %d but got %d", scene->_resourceId, id);
data->skip(14); //2,2,1,1,1,1,2,1,1,1,1 down there
continue;
}
scene->_worldY = data->readSint16LE();
scene->_worldX = data->readSint16LE();
scene->_blocked[NORTH] = data->readByte() != 0;
scene->_blocked[SOUTH] = data->readByte() != 0;
scene->_blocked[EAST] = data->readByte() != 0;
scene->_blocked[WEST] = data->readByte() != 0;
scene->_soundFrequency = data->readSint16LE();
scene->_soundType = data->readByte();
// the following two bytes are currently unknown
data->readByte();
data->readByte();
scene->_visited = data->readByte() != 0;
}
}
// update all char locations and stats
Common::Array<Chr *> &orderedChrs = _world->_orderedChrs;
if ((uint)numChars != orderedChrs.size()) {
warning("characters number in file (%d) differs from the one in world (%d)", numChars, orderedChrs.size());
}
for (uint32 i = 0; i < orderedChrs.size(); ++i) {
int resourceId = data->readSint16LE();
int sceneResourceId = data->readSint16LE();
int strength = data->readByte();
int hp = data->readByte();
int armor = data->readByte();
int accuracy = data->readByte();
int spirStrength = data->readByte();
int spirHp = data->readByte();
int spirArmor = data->readByte();
int spirAccuracy = data->readByte();
int speed = data->readByte();
int rejectsOffers = data->readByte();
int followsOpponent = data->readByte();
// bytes 16-20 are unknown
data->readByte();
data->readByte();
data->readByte();
data->readByte();
data->readByte();
int weaponDamage1 = data->readByte();
int weaponDamage2 = data->readByte();
Chr *chr = orderedChrs[i];
if (chr->_resourceId != resourceId) {
warning("loadGame(): updating chrs: expected %d but got %d", chr->_resourceId, resourceId);
continue;
}
chr->_currentScene = getSceneById(sceneResourceId);
Context &chrContext = chr->_context;
chrContext._statVariables[PHYS_STR_CUR] = strength;
chrContext._statVariables[PHYS_HIT_CUR] = hp;
chrContext._statVariables[PHYS_ARM_CUR] = armor;
chrContext._statVariables[PHYS_ACC_CUR] = accuracy;
chrContext._statVariables[SPIR_STR_CUR] = spirStrength;
chrContext._statVariables[SPIR_HIT_CUR] = spirHp;
chrContext._statVariables[SPIR_ARM_CUR] = spirArmor;
chrContext._statVariables[SPIR_ACC_CUR] = spirAccuracy;
chrContext._statVariables[PHYS_SPE_CUR] = speed;
chr->_rejectsOffers = rejectsOffers;
chr->_followsOpponent = followsOpponent;
chr->_weaponDamage1 = weaponDamage1;
chr->_weaponDamage2 = weaponDamage2;
}
// update all object locations and stats
Common::Array<Obj *> &orderedObjs = _world->_orderedObjs;
if ((uint)numObjs != orderedObjs.size()) {
warning("objects number in file (%d) differs from the one in world (%d)", numObjs, orderedObjs.size());
}
for (uint32 i = 0; i < orderedObjs.size(); ++i) {
int resourceId = data->readSint16LE();
int locationResourceId = data->readSint16LE();
int ownerResourceId = data->readSint16LE();
// bytes 7-9 are unknown (always = 0)
data->readByte();
data->readByte();
data->readByte();
int accuracy = data->readByte();
int value = data->readByte();
int type = data->readByte();
int damage = data->readByte();
int attackType= data->readByte();
int numberOfUses = data->readSint16LE();
Obj *obj = orderedObjs[i];
if (obj->_resourceId != resourceId) {
warning("loadGame(): updating objs: expected %d but got %d", obj->_resourceId, resourceId);
continue;
}
if (ownerResourceId != 0) {
obj->setCurrentOwner(getChrById(ownerResourceId));
if (obj->_currentOwner == nullptr)
warning("loadGame(): updating objs: owner not found - char with id %d", ownerResourceId);
} else {
obj->setCurrentScene(getSceneById(locationResourceId));
if (obj->_currentScene == nullptr)
warning("loadGame(): updating objs: scene with id %d not found", ownerResourceId);
}
obj->_accuracy = accuracy;
obj->_value = value;
obj->_type = type;
obj->_damage = damage;
obj->_attackType = attackType;
obj->_numberOfUses = numberOfUses;
}
// update inventories and scene contents
for (uint32 i = 0; i < orderedObjs.size(); ++i) {
Obj *obj = orderedObjs[i];
Chr *chr = obj->_currentOwner;
if (chr != nullptr) {
chr->_inventory.push_back(obj);
} else {
Scene *scene = obj->_currentScene;
scene->_objs.push_back(obj);
}
}
// update scene chrs
for (uint32 i = 0; i < orderedChrs.size(); ++i) {
Chr *chr = orderedChrs[i];
Scene *scene = chr->_currentScene;
scene->_chrs.push_back(chr);
if (chr != player) {
wearObjs(chr);
}
}
// move all worn helmets, shields, chest armors and spiritual
// armors to player
for (int type = 0; type < Chr::NUMBER_OF_ARMOR_TYPES; ++type) {
Obj *armor;
if (type == Chr::HEAD_ARMOR)
armor = getObjByOffset(helmetOffset, objsHexOffset);
else if (type == Chr::SHIELD_ARMOR)
armor = getObjByOffset(shieldOffset, objsHexOffset);
else if (type == Chr::BODY_ARMOR)
armor = getObjByOffset(armorOffset, objsHexOffset);
else
armor = getObjByOffset(spiritualArmorOffset, objsHexOffset);
if (armor != nullptr) {
_world->move(armor, player);
player->_armor[type] = armor;
}
}
//TODO: make sure that armor in the inventory gets put on if we are wearing it
_loopCount = loopNum;
// let the engine know if there is a npc in the current scene
if (presCharOffset != 0xffff) {
_monster = getChrByOffset(presCharOffset, chrsHexOffset);
}
// java engine calls clearOutput(); here
// processTurn("look", NULL); called in Wage right after this loadGame()
// TODO: as you may see, aim, opponentAim or runCharOffset are not used anywhere
// I'm fixing the first two, as those are clearly not even mentioned anywhere
// the runCharOffset is mentioned up there as "not implemented case"
_aim = aim;
_opponentAim = opponentAim;
delete data;
return 0;
}
Common::Error WageEngine::loadGameState(int slot) {
if (loadGame(slot) == 0)
return Common::kNoError;
else
return Common::kUnknownError;
}
Common::Error WageEngine::saveGameState(int slot, const Common::String &description, bool isAutosave) {
Common::String saveLoadSlot = getSaveStateName(slot);
if (saveGame(saveLoadSlot, description) == 0)
return Common::kNoError;
else
return Common::kUnknownError;
}
bool WageEngine::scummVMSaveLoadDialog(bool isSave) {
if (!isSave) {
// do loading
GUI::SaveLoadChooser dialog = GUI::SaveLoadChooser(_("Load game:"), _("Load"), false);
int slot = dialog.runModalWithCurrentTarget();
if (slot < 0)
return true;
return loadGameState(slot).getCode() == Common::kNoError;
}
// do saving
GUI::SaveLoadChooser dialog = GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
int slot = dialog.runModalWithCurrentTarget();
Common::String desc = dialog.getResultString();
if (desc.empty()) {
// create our own description for the saved game, the user didnt enter it
desc = dialog.createDefaultSaveDescription(slot);
}
if (desc.size() > 28)
desc = Common::String(desc.c_str(), 28);
if (slot < 0)
return true;
return saveGameState(slot, desc).getCode() == Common::kNoError;
}
} // End of namespace Agi