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/* 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 = getSavegameFilename(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::String WageEngine::getSavegameFilename(int16 slotId) const {
Common::String saveLoadSlot = _targetName;
saveLoadSlot += Common::String::format(".%.3d", slotId);
return saveLoadSlot;
}
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) {
Common::String saveLoadSlot = getSavegameFilename(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
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