File: savegame.h

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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 3 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, see <http://www.gnu.org/licenses/>.
 *
 */

#ifndef ULTIMA4_FILESYS_SAVEGAME_H
#define ULTIMA4_FILESYS_SAVEGAME_H

#include "common/array.h"
#include "common/rect.h"
#include "common/stream.h"
#include "common/serializer.h"
#include "ultima/ultima4/core/coords.h"
#include "ultima/ultima4/core/types.h"

namespace Ultima {
namespace Ultima4 {

#define PARTY_SAV_BASE_FILENAME         "party.sav"
#define MONSTERS_SAV_BASE_FILENAME      "monsters.sav"
#define OUTMONST_SAV_BASE_FILENAME      "outmonst.sav"

#define MONSTERTABLE_SIZE                32
#define MONSTERTABLE_CREATURES_SIZE        8
#define MONSTERTABLE_OBJECTS_SIZE        (MONSTERTABLE_SIZE - MONSTERTABLE_CREATURES_SIZE)

class Object;

/**
 * The list of all weapons.  These values are used in both the
 * inventory fields and character records of the savegame.
 */
enum WeaponType {
	WEAP_HANDS,
	WEAP_STAFF,
	WEAP_DAGGER,
	WEAP_SLING,
	WEAP_MACE,
	WEAP_AXE,
	WEAP_SWORD,
	WEAP_BOW,
	WEAP_CROSSBOW,
	WEAP_OIL,
	WEAP_HALBERD,
	WEAP_MAGICAXE,
	WEAP_MAGICSWORD,
	WEAP_MAGICBOW,
	WEAP_MAGICWAND,
	WEAP_MYSTICSWORD,
	WEAP_MAX
};

/**
 * The list of all armor types.  These values are used in both the
 * inventory fields and character records of the savegame.
 */
enum ArmorType {
	ARMR_NONE,
	ARMR_CLOTH,
	ARMR_LEATHER,
	ARMR_CHAIN,
	ARMR_PLATE,
	ARMR_MAGICCHAIN,
	ARMR_MAGICPLATE,
	ARMR_MYSTICROBES,
	ARMR_MAX
};

/**
 * The list of sex values for the savegame character records.  The
 * values match the male and female symbols in the character set.
 */
enum SexType {
	SEX_MALE = 0xb,
	SEX_FEMALE = 0xc
};

/**
 * The list of class types for the savegame character records.
 */
enum ClassType {
	CLASS_MAGE,
	CLASS_BARD,
	CLASS_FIGHTER,
	CLASS_DRUID,
	CLASS_TINKER,
	CLASS_PALADIN,
	CLASS_RANGER,
	CLASS_SHEPHERD
};

/**
 * The list of status values for the savegame character records.  The
 * values match the letter that's appear in the ztats area.
 */
enum StatusType {
	STAT_GOOD = 'G',
	STAT_POISONED = 'P',
	STAT_SLEEPING = 'S',
	STAT_DEAD = 'D'
};

enum Virtue {
	VIRT_HONESTY,
	VIRT_COMPASSION,
	VIRT_VALOR,
	VIRT_JUSTICE,
	VIRT_SACRIFICE,
	VIRT_HONOR,
	VIRT_SPIRITUALITY,
	VIRT_HUMILITY,
	VIRT_MAX
};

enum BaseVirtue {
	VIRT_NONE       = 0x00,
	VIRT_TRUTH      = 0x01,
	VIRT_LOVE       = 0x02,
	VIRT_COURAGE    = 0x04
};

enum Reagent {
	REAG_ASH,
	REAG_GINSENG,
	REAG_GARLIC,
	REAG_SILK,
	REAG_MOSS,
	REAG_PEARL,
	REAG_NIGHTSHADE,
	REAG_MANDRAKE,
	REAG_MAX
};

#define SPELL_MAX 26

enum Item {
	ITEM_SKULL  = 0x01,
	ITEM_SKULL_DESTROYED = 0x02,
	ITEM_CANDLE = 0x04,
	ITEM_BOOK   = 0x08,
	ITEM_BELL   = 0x10,
	ITEM_KEY_C  = 0x20,
	ITEM_KEY_L  = 0x40,
	ITEM_KEY_T  = 0x80,
	ITEM_HORN   = 0x100,
	ITEM_WHEEL  = 0x200,
	ITEM_CANDLE_USED = 0x400,
	ITEM_BOOK_USED = 0x800,
	ITEM_BELL_USED = 0x1000
};

enum Stone {
	STONE_BLUE   = 0x01,
	STONE_YELLOW = 0x02,
	STONE_RED    = 0x04,
	STONE_GREEN  = 0x08,
	STONE_ORANGE = 0x10,
	STONE_PURPLE = 0x20,
	STONE_WHITE  = 0x40,
	STONE_BLACK  = 0x80
};

enum Rune {
	RUNE_HONESTY      = 0x01,
	RUNE_COMPASSION   = 0x02,
	RUNE_VALOR        = 0x04,
	RUNE_JUSTICE      = 0x08,
	RUNE_SACRIFICE    = 0x10,
	RUNE_HONOR        = 0x20,
	RUNE_SPIRITUALITY = 0x40,
	RUNE_HUMILITY     = 0x80
};

/**
 * The Ultima IV savegame player record data.
 */
struct SaveGamePlayerRecord {
	void synchronize(Common::Serializer &s);
	void init();

	unsigned short _hp;
	unsigned short _hpMax;
	unsigned short _xp;
	unsigned short _str, _dex, _intel;
	unsigned short _mp;
	unsigned short _unknown;
	WeaponType _weapon;
	ArmorType _armor;
	char _name[16];
	SexType _sex;
	ClassType _class;
	StatusType _status;
};

/**
 * How Ultima IV stores monster information
 */
struct SaveGameMonsterRecord {
	byte _tile;
	byte _x;
	byte _y;
	byte _prevTile;
	byte _prevX;
	byte _prevY;
	byte _unused1;
	byte _unused2;

	SaveGameMonsterRecord() {
		clear();
	}

	void clear() {
		_tile = _x = _y = 0;
		_prevTile = _prevX = _prevY = 0;
		_unused1 = _unused2 = 0;
	}

	static void synchronize(SaveGameMonsterRecord *monsterTable, Common::Serializer &s);
};

class LocationCoords : public Coords {
public:
	MapId _map;

	LocationCoords() : Coords(), _map(0xff) {}
	LocationCoords(MapId map, int x_, int y_, int z_) :
		Coords(x_, y_, z_), _map(map) {}
	LocationCoords(MapId map, const Coords &pos) :
		Coords(pos), _map(map) {}

	/**
	 * Synchronize to/from a savegame
	 */
	void synchronize(Common::Serializer &s);
};

class LocationCoordsArray : public Common::Array<LocationCoords> {
public:

	/**
	 * Loads the list of map & coordinates from the game context
	 */
	void load();

	/**
	 * Synchronize to/from a savegame
	 */
	void synchronize(Common::Serializer &s);
};

/**
 * Represents the on-disk contents of PARTY.SAV.
 */
struct SaveGame {
	/**
	 * Initialize a new savegame structure
	 */
	void init(const SaveGamePlayerRecord *avatarInfo);

	/**
	 * Load an entire savegame, including monsters
	 */
	void save(Common::WriteStream *stream);

	/**
	 * Save an entire savegame, including monsters
	 */
	void load(Common::SeekableReadStream *stream);

	/**
	 * Called when a new game is started without loading an existing
	 * savegame from launcher.
	 */
	void newGame();

	/**
	 * Synchronizes data for the savegame structure
	 */
	void synchronize(Common::Serializer &s);

	uint _unknown1;
	uint _moves;
	SaveGamePlayerRecord _players[8];
	int _food;
	short _gold;
	short _karma[VIRT_MAX];
	short _torches;
	short _gems;
	short _keys;
	short _sextants;
	short _armor[ARMR_MAX];
	short _weapons[WEAP_MAX];
	short _reagents[REAG_MAX];
	short _mixtures[SPELL_MAX];
	unsigned short _items;
	LocationCoordsArray _positions;
	unsigned short _orientation;

	byte _stones;
	byte _runes;
	unsigned short _members;
	unsigned short _transport;
	union {
		unsigned short _balloonState;
		unsigned short _torchDuration;
	};
	unsigned short _trammelPhase;
	unsigned short _feluccaPhase;
	unsigned short _shipHull;
	unsigned short _lbIntro;
	unsigned short _lastCamp;
	unsigned short _lastReagent;
	unsigned short _lastMeditation;
	unsigned short _lastVirtue;
};

} // End of namespace Ultima4
} // End of namespace Ultima

#endif