/* 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. * */ #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 // // Version 0 (ScummVM): first ScummVM version // namespace Wage { static const uint32 AGIflag = MKTAG('W', 'A', 'G', 'E'); 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()); } out->writeUint32BE(AGIflag); // 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); // Counters out->writeSint16LE(_world->_scenes.size()); //numScenes out->writeSint16LE(_world->_chrs.size()); //numChars out->writeSint16LE(_world->_objs.size()); //numObjs // Hex Offsets out->writeSint32LE(0); //state.getChrsHexOffset() out->writeSint32LE(0); //state.getObjsHexOffset() // Unique 8-byte World Signature out->writeSint32LE(0); //8-byte ints? seriously? // More Counters out->writeSint32LE(_world->_player->_context._visits); //visitNum out->writeSint32LE(0); //state.getLoopNum() out->writeSint32LE(_world->_player->_context._kills); //killNum // Hex offset to player character out->writeSint32LE(0); //state.getPlayerHexOffset() // character in this scene? out->writeSint32LE(0); //state.getPresCharHexOffset() // Hex offset to current scene out->writeSint32LE(0); //state.getCurSceneHexOffset() // wearing a helmet? out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::HEAD_ARMOR]> //state.getHelmetIndex() // holding a shield? out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::SHIELD_ARMOR]> //state.getShieldIndex() // wearing chest armor? out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::BODY_ARMOR]> //state.getChestArmIndex() // wearing spiritual armor? out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::MAGIC_ARMOR]> //state.getSprtArmIndex() // TODO: out->writeSint16LE(0xffff); // ???? - always FFFF out->writeSint16LE(0xffff); // ???? - always FFFF out->writeSint16LE(0xffff); // ???? - always FFFF out->writeSint16LE(0xffff); // ???? - always FFFF // did a character just escape? out->writeSint32LE(0); //state.getRunCharHexOffset() // players experience points out->writeSint32LE(_world->_player->_context._experience); out->writeSint16LE(0); //state.getAim() out->writeSint16LE(0); //state.getOpponentAim() // TODO: out->writeSint16LE(0x0000); // always 0 out->writeSint16LE(0x0000); // always 0 out->writeSint16LE(0x0000); // always 0 // Base character stats out->writeByte(_world->_player->_physicalStrength); //state.getBasePhysStr() out->writeByte(_world->_player->_physicalHp); //state.getBasePhysHp() out->writeByte(_world->_player->_naturalArmor); //state.getBasePhysArm() out->writeByte(_world->_player->_physicalAccuracy); //state.getBasePhysAcc() out->writeByte(_world->_player->_spiritualStength); //state.getBaseSprtStr() out->writeByte(_world->_player->_spiritialHp); //state.getBaseSprtHp() out->writeByte(_world->_player->_resistanceToMagic); //state.getBaseSprtArm() out->writeByte(_world->_player->_spiritualAccuracy); //state.getBaseSprtAcc() out->writeByte(_world->_player->_runningSpeed); //state.getBaseRunSpeed() // TODO: out->writeByte(0x0A); // ???? - always seems to be 0x0A /* // write user vars for (short var : state.getUserVars()) out->->writeSint16LE(var); // write updated info for all scenes out.write(state.getSceneData()); // write updated info for all characters out.write(state.getChrData()); // write updated info for all objects out.write(state.getObjData()); */ 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; } Common::String WageEngine::getSavegameFilename(int16 slotId) const { Common::String saveLoadSlot = _targetName; saveLoadSlot += Common::String::format(".%.3d", slotId); return saveLoadSlot; } Common::Error WageEngine::saveGameState(int slot, const Common::String &description) { Common::String saveLoadSlot = getSavegameFilename(slot); if (saveGame(saveLoadSlot, description) == 0) return Common::kNoError; else return Common::kUnknownError; } } // End of namespace Agi