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engines/cge2/saveload.cpp
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280
engines/cge2/saveload.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on original Sfinx source code
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* Copyright (c) 1994-1997 Janusz B. Wisniewski and L.K. Avalon
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*/
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#include "common/memstream.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "graphics/thumbnail.h"
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#include "graphics/surface.h"
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#include "graphics/paletteman.h"
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#include "graphics/scaler.h"
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#include "cge2/events.h"
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#include "cge2/snail.h"
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#include "cge2/hero.h"
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#include "cge2/text.h"
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namespace CGE2 {
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#define kSavegameCheckSum (1997 + _now + _sex + kWorldHeight)
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#define kBadSVG 99
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bool CGE2Engine::canSaveGameStateCurrently(Common::U32String *msg) {
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return (_gamePhase == kPhaseInGame) && _mouse->_active &&
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_commandHandler->idle() && (_soundStat._wait == nullptr);
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}
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Common::Error CGE2Engine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
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storeHeroPos();
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saveGame(slot, desc);
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sceneUp(_now);
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return Common::kNoError;
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}
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void CGE2Engine::saveGame(int slotNumber, const Common::String &desc) {
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// Set up the serializer
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Common::String slotName = getSaveStateName(slotNumber);
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Common::OutSaveFile *saveFile = g_system->getSavefileManager()->openForSaving(slotName);
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// Write out the ScummVM savegame header
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SavegameHeader header;
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header.saveName = desc;
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header.version = kSavegameVersion;
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writeSavegameHeader(saveFile, header);
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// Write out the data of the savegame
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sceneDown();
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syncGame(nullptr, saveFile);
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// Finish writing out game data
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saveFile->finalize();
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delete saveFile;
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}
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bool CGE2Engine::canLoadGameStateCurrently(Common::U32String *msg) {
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return (_gamePhase == kPhaseInGame) && _mouse->_active;
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}
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Common::Error CGE2Engine::loadGameState(int slot) {
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_commandHandler->clear();
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_commandHandlerTurbo->clear();
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sceneDown();
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if (!loadGame(slot))
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return Common::kReadingFailed;
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sceneUp(_now);
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initToolbar();
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return Common::kNoError;
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}
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bool CGE2Engine::loadGame(int slotNumber) {
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Common::MemoryReadStream *readStream;
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// Open up the savegame file
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Common::String slotName = getSaveStateName(slotNumber);
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Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(slotName);
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// Read the data into a data buffer
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int size = saveFile->size();
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byte *dataBuffer = (byte *)malloc(size);
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saveFile->read(dataBuffer, size);
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readStream = new Common::MemoryReadStream(dataBuffer, size, DisposeAfterUse::YES);
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delete saveFile;
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// Check to see if it's a ScummVM savegame or not
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char buffer[kSavegameStrSize + 1];
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readStream->read(buffer, kSavegameStrSize + 1);
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if (strncmp(buffer, kSavegameStr, kSavegameStrSize + 1) != 0) {
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delete readStream;
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return false;
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} else {
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SavegameHeader saveHeader;
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if (!readSavegameHeader(readStream, saveHeader)) {
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delete readStream;
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return false;
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}
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g_engine->setTotalPlayTime(saveHeader.playTime * 1000);
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}
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resetGame();
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// Get in the savegame
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syncGame(readStream, nullptr);
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delete readStream;
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loadHeroes();
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return true;
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}
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void CGE2Engine::resetGame() {
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_busyPtr = nullptr;
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busy(false);
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_spare->clear();
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_vga->_showQ->clear();
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loadScript("CGE.INI", true);
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delete _infoLine;
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_infoLine = new InfoLine(this, kInfoW);
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}
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void CGE2Engine::writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header) {
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// Write out a savegame header
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out->write(kSavegameStr, kSavegameStrSize + 1);
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out->writeByte(kSavegameVersion);
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// Write savegame name
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out->write(header.saveName.c_str(), header.saveName.size() + 1);
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// Get the active palette
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uint8 thumbPalette[256 * 3];
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g_system->getPaletteManager()->grabPalette(thumbPalette, 0, 256);
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// Stop the heroes from moving and redraw them before taking the picture.
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for (int i = 0; i < 2; i++)
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_heroTab[i]->_ptr->park();
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_vga->show();
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// Create a thumbnail and save it
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Graphics::Surface *thumb = new Graphics::Surface();
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Graphics::Surface *s = _vga->_page[0];
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::createThumbnail(thumb, (const byte *)s->getPixels(), kScrWidth, kScrHeight, thumbPalette);
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Graphics::saveThumbnail(*out, *thumb);
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thumb->free();
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delete thumb;
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// Write out the save date/time
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TimeDate td;
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g_system->getTimeAndDate(td);
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out->writeSint16LE(td.tm_year + 1900);
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out->writeSint16LE(td.tm_mon + 1);
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out->writeSint16LE(td.tm_mday);
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out->writeSint16LE(td.tm_hour);
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out->writeSint16LE(td.tm_min);
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out->writeUint32LE(g_engine->getTotalPlayTime() / 1000);
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}
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WARN_UNUSED_RESULT bool CGE2Engine::readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail) {
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header.version = 0;
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header.saveName.clear();
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header.thumbnail = nullptr;
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header.saveYear = 0;
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header.saveMonth = 0;
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header.saveDay = 0;
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header.saveHour = 0;
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header.saveMinutes = 0;
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header.playTime = 0;
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// Get the savegame version
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header.version = in->readByte();
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if (header.version > kSavegameVersion)
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return false;
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// Read in the string
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char ch;
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while ((ch = (char)in->readByte()) != '\0')
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header.saveName += ch;
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// Get the thumbnail
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if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) {
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return false;
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}
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// Read in save date/time
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header.saveYear = in->readSint16LE();
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header.saveMonth = in->readSint16LE();
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header.saveDay = in->readSint16LE();
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header.saveHour = in->readSint16LE();
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header.saveMinutes = in->readSint16LE();
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if (header.version >= 2) {
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header.playTime = in->readUint32LE();
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}
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return true;
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}
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void CGE2Engine::syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream) {
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Common::Serializer s(readStream, writeStream);
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// Synchronise header data
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syncHeader(s);
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// Synchronise _spare
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_spare->sync(s);
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if (s.isSaving()) {
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// Save the references of the items in the heroes pockets:
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < kPocketMax; j++) {
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int ref = _heroTab[i]->_downPocketId[j];
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s.syncAsSint16LE(ref);
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}
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}
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} else {
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// Load items to the pockets
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < kPocketMax; j++) {
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int ref = 0;
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s.syncAsSint16LE(ref);
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_heroTab[i]->_downPocketId[j] = ref;
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}
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}
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}
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// Heroes' _posTabs
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < kSceneMax; j++) {
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s.syncAsSint16LE(_heroTab[i]->_posTab[j]->x);
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s.syncAsSint16LE(_heroTab[i]->_posTab[j]->y);
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}
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}
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}
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void CGE2Engine::syncHeader(Common::Serializer &s) {
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s.syncAsUint16LE(_now);
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s.syncAsUint16LE(_sex);
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s.syncAsUint16LE(_vga->_rot._len);
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s.syncAsUint16LE(_waitSeq);
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s.syncAsUint16LE(_waitRef);
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if (s.isSaving()) {
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// Write checksum
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int checksum = kSavegameCheckSum;
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s.syncAsUint16LE(checksum);
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} else {
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// Read checksum and validate it
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uint16 checksum = 0;
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s.syncAsUint16LE(checksum);
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if (checksum != kSavegameCheckSum)
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error("%s", _text->getText(kBadSVG));
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}
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}
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} // End of namespace CGE2
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