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362
engines/ultima/ultima4/filesys/savegame.cpp
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362
engines/ultima/ultima4/filesys/savegame.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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#include "ultima/ultima4/filesys/savegame.h"
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#include "ultima/ultima4/core/types.h"
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#include "ultima/ultima4/game/context.h"
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#include "ultima/ultima4/game/game.h"
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#include "ultima/ultima4/game/item.h"
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#include "ultima/ultima4/game/object.h"
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#include "ultima/ultima4/game/player.h"
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#include "ultima/ultima4/game/spell.h"
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#include "ultima/ultima4/views/stats.h"
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#include "ultima/ultima4/map/location.h"
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#include "ultima/ultima4/map/mapmgr.h"
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namespace Ultima {
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namespace Ultima4 {
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void SaveGame::save(Common::WriteStream *stream) {
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Common::Serializer ser(nullptr, stream);
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assert(g_context && g_context->_location);
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_positions.load();
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synchronize(ser);
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/*
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* Save monsters
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*/
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// fix creature animations. This was done for compatibility with u4dos,
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// so may be redundant now
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g_context->_location->_map->resetObjectAnimations();
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g_context->_location->_map->fillMonsterTable();
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SaveGameMonsterRecord::synchronize(g_context->_location->_map->_monsterTable, ser);
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/**
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* Write dungeon info
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*/
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if (g_context->_location && g_context->_location->_prev) {
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/**
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* Write out monsters
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*/
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// fix creature animations so they are compatible with u4dos.
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// This may be redundant now for ScummVM
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g_context->_location->_prev->_map->resetObjectAnimations();
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g_context->_location->_prev->_map->fillMonsterTable(); /* fill the monster table so we can save it */
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SaveGameMonsterRecord::synchronize(g_context->_location->_prev->_map->_monsterTable, ser);
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}
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}
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void SaveGame::load(Common::SeekableReadStream *stream) {
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Common::Serializer *ser = nullptr;
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assert(g_context);
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if (stream) {
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ser = new Common::Serializer(stream, nullptr);
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synchronize(*ser);
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}
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// initialize our party
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if (g_context->_party) {
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g_context->_party->deleteObserver(g_game);
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delete g_context->_party;
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}
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g_context->_party = new Party(this);
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g_context->_party->addObserver(g_game);
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// Delete any prior map
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while (g_context->_location)
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locationFree(&g_context->_location);
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// set the map to the world map
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Map *map = mapMgr->get(MAP_WORLD);
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g_game->setMap(map, 0, nullptr);
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assert(g_context->_location && g_context->_location->_map);
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g_context->_location->_map->clearObjects();
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// initialize the moons (must be done from the world map)
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g_game->initMoons();
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// initialize overworld position and any secondary map we're in
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g_context->_location->_coords = _positions[0];
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for (uint idx = 1; idx < _positions.size(); ++idx) {
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map = mapMgr->get(_positions[idx]._map);
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g_game->setMap(map, 1, nullptr);
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g_context->_location->_coords = _positions[idx];
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}
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/**
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* Fix the coordinates if they're out of bounds. This happens every
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* time on the world map because (z == -1) is no longer valid.
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* To maintain compatibility with u4dos, this value gets translated
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* when the game is saved and loaded
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*/
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if (MAP_IS_OOB(g_context->_location->_map, g_context->_location->_coords))
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g_context->_location->_coords.putInBounds(g_context->_location->_map);
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// load in creatures
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if (ser)
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SaveGameMonsterRecord::synchronize(g_context->_location->_map->_monsterTable, *ser);
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gameFixupObjects(g_context->_location->_map);
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/* we have previous creature information as well, load it! */
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if (g_context->_location->_prev) {
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if (ser)
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SaveGameMonsterRecord::synchronize(g_context->_location->_prev->_map->_monsterTable, *ser);
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gameFixupObjects(g_context->_location->_prev->_map);
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}
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g_spells->spellSetEffectCallback(&gameSpellEffect);
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g_items->setDestroyAllCreaturesCallback(&gameDestroyAllCreatures);
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g_context->_stats->resetReagentsMenu();
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/* add some observers */
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g_context->_aura->addObserver(g_context->_stats);
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g_context->_party->addObserver(g_context->_stats);
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g_game->initScreenWithoutReloadingState();
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delete ser;
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}
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void SaveGame::newGame() {
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// Most default state has already been set up by the IntroController.
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// Call the load method with no stream to handle pre-game setup
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load(nullptr);
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}
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void SaveGame::synchronize(Common::Serializer &s) {
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int i;
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s.syncAsUint32LE(_unknown1);
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s.syncAsUint32LE(_moves);
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for (i = 0; i < 8; ++i)
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_players[i].synchronize(s);
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s.syncAsUint32LE(_food);
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s.syncAsUint16LE(_gold);
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for (i = 0; i < 8; ++i)
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s.syncAsUint16LE(_karma[i]);
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s.syncAsUint16LE(_torches);
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s.syncAsUint16LE(_gems);
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s.syncAsUint16LE(_keys);
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s.syncAsUint16LE(_sextants);
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for (i = 0; i < ARMR_MAX; ++i)
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s.syncAsUint16LE(_armor[i]);
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for (i = 0; i < WEAP_MAX; ++i)
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s.syncAsUint16LE(_weapons[i]);
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for (i = 0; i < REAG_MAX; ++i)
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s.syncAsUint16LE(_reagents[i]);
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for (i = 0; i < SPELL_MAX; ++i)
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s.syncAsUint16LE(_mixtures[i]);
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_positions.synchronize(s);
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s.syncAsUint16LE(_orientation);
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s.syncAsUint16LE(_items);
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s.syncAsByte(_stones);
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s.syncAsByte(_runes);
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s.syncAsUint16LE(_members);
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s.syncAsUint16LE(_transport);
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s.syncAsUint16LE(_balloonState);
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s.syncAsUint16LE(_trammelPhase);
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s.syncAsUint16LE(_feluccaPhase);
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s.syncAsUint16LE(_shipHull);
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s.syncAsUint16LE(_lbIntro);
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s.syncAsUint16LE(_lastCamp);
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s.syncAsUint16LE(_lastReagent);
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s.syncAsUint16LE(_lastMeditation);
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s.syncAsUint16LE(_lastVirtue);
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}
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void SaveGame::init(const SaveGamePlayerRecord *avatarInfo) {
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int i;
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_unknown1 = 0;
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_moves = 0;
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_players[0] = *avatarInfo;
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for (i = 1; i < 8; ++i)
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_players[i].init();
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_food = 0;
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_gold = 0;
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for (i = 0; i < 8; ++i)
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_karma[i] = 20;
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_torches = 0;
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_gems = 0;
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_keys = 0;
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_sextants = 0;
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for (i = 0; i < ARMR_MAX; ++i)
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_armor[i] = 0;
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for (i = 0; i < WEAP_MAX; ++i)
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_weapons[i] = 0;
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for (i = 0; i < REAG_MAX; ++i)
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_reagents[i] = 0;
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for (i = 0; i < SPELL_MAX; ++i)
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_mixtures[i] = 0;
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_items = 0;
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_stones = 0;
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_runes = 0;
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_members = 1;
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_transport = 0x1f;
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_balloonState = 0;
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_trammelPhase = 0;
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_feluccaPhase = 0;
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_shipHull = 50;
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_lbIntro = 0;
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_lastCamp = 0;
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_lastReagent = 0;
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_lastMeditation = 0;
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_lastVirtue = 0;
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_orientation = 0;
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}
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/*-------------------------------------------------------------------*/
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void SaveGamePlayerRecord::synchronize(Common::Serializer &s) {
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s.syncAsUint16LE(_hp);
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s.syncAsUint16LE(_hpMax);
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s.syncAsUint16LE(_xp);
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s.syncAsUint16LE(_str);
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s.syncAsUint16LE(_dex);
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s.syncAsUint16LE(_intel);
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s.syncAsUint16LE(_mp);
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s.syncAsUint16LE(_unknown);
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s.syncAsUint16LE(_weapon);
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s.syncAsUint16LE(_armor);
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s.syncBytes((byte *)_name, 16);
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s.syncAsByte(_sex);
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s.syncAsByte(_class);
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s.syncAsByte(_status);
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}
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void SaveGamePlayerRecord::init() {
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int i;
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_hp = 0;
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_hpMax = 0;
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_xp = 0;
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_str = 0;
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_dex = 0;
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_intel = 0;
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_mp = 0;
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_unknown = 0;
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_weapon = WEAP_HANDS;
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_armor = ARMR_NONE;
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for (i = 0; i < 16; ++i)
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_name[i] = '\0';
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_sex = SEX_MALE;
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_class = CLASS_MAGE;
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_status = STAT_GOOD;
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}
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void SaveGameMonsterRecord::synchronize(SaveGameMonsterRecord *monsterTable, Common::Serializer &s) {
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int i;
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const uint32 IDENT = MKTAG('M', 'O', 'N', 'S');
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uint32 val = IDENT;
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s.syncAsUint32BE(val);
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if (s.isLoading() && val != IDENT)
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error("Invalid savegame");
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if (s.isSaving() && !monsterTable) {
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int dataSize = MONSTERTABLE_SIZE * 8;
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byte b = 0;
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while (dataSize-- > 0)
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s.syncAsByte(b);
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return;
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}
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for (i = 0; i < MONSTERTABLE_SIZE; ++i)
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s.syncAsByte(monsterTable[i]._tile);
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for (i = 0; i < MONSTERTABLE_SIZE; ++i)
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s.syncAsByte(monsterTable[i]._x);
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for (i = 0; i < MONSTERTABLE_SIZE; ++i)
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s.syncAsByte(monsterTable[i]._y);
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for (i = 0; i < MONSTERTABLE_SIZE; ++i)
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s.syncAsByte(monsterTable[i]._prevTile);
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for (i = 0; i < MONSTERTABLE_SIZE; ++i)
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s.syncAsByte(monsterTable[i]._prevX);
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for (i = 0; i < MONSTERTABLE_SIZE; ++i)
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s.syncAsByte(monsterTable[i]._prevY);
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for (i = 0; i < MONSTERTABLE_SIZE; ++i)
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s.syncAsByte(monsterTable[i]._unused1);
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for (i = 0; i < MONSTERTABLE_SIZE; ++i)
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s.syncAsByte(monsterTable[i]._unused2);
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}
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/*-------------------------------------------------------------------*/
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void LocationCoordsArray::load() {
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clear();
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for (Location *l = g_context->_location; l; l = l->_prev)
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insert_at(0, LocationCoords(l->_map->_id, l->_coords));
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}
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void LocationCoords::synchronize(Common::Serializer &s) {
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s.syncAsByte(x);
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s.syncAsByte(y);
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s.syncAsByte(z);
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s.syncAsByte(_map);
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}
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/*-------------------------------------------------------------------*/
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void LocationCoordsArray::synchronize(Common::Serializer &s) {
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byte count = size();
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s.syncAsByte(count);
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if (s.isLoading())
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resize(count);
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for (uint idx = 0; idx < count; ++idx)
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(*this)[idx].synchronize(s);
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assert(!empty() && (*this)[0]._map == MAP_WORLD);
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}
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} // End of namespace Ultima4
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} // End of namespace Ultima
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