337 lines
6.8 KiB
C++
337 lines
6.8 KiB
C++
/* 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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#ifndef ULTIMA4_FILESYS_SAVEGAME_H
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#define ULTIMA4_FILESYS_SAVEGAME_H
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#include "common/array.h"
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#include "common/rect.h"
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#include "common/stream.h"
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#include "common/serializer.h"
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#include "ultima/ultima4/core/coords.h"
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#include "ultima/ultima4/core/types.h"
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namespace Ultima {
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namespace Ultima4 {
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#define PARTY_SAV_BASE_FILENAME "party.sav"
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#define MONSTERS_SAV_BASE_FILENAME "monsters.sav"
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#define OUTMONST_SAV_BASE_FILENAME "outmonst.sav"
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#define MONSTERTABLE_SIZE 32
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#define MONSTERTABLE_CREATURES_SIZE 8
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#define MONSTERTABLE_OBJECTS_SIZE (MONSTERTABLE_SIZE - MONSTERTABLE_CREATURES_SIZE)
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class Object;
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/**
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* The list of all weapons. These values are used in both the
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* inventory fields and character records of the savegame.
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*/
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enum WeaponType {
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WEAP_HANDS,
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WEAP_STAFF,
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WEAP_DAGGER,
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WEAP_SLING,
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WEAP_MACE,
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WEAP_AXE,
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WEAP_SWORD,
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WEAP_BOW,
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WEAP_CROSSBOW,
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WEAP_OIL,
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WEAP_HALBERD,
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WEAP_MAGICAXE,
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WEAP_MAGICSWORD,
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WEAP_MAGICBOW,
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WEAP_MAGICWAND,
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WEAP_MYSTICSWORD,
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WEAP_MAX
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};
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/**
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* The list of all armor types. These values are used in both the
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* inventory fields and character records of the savegame.
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*/
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enum ArmorType {
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ARMR_NONE,
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ARMR_CLOTH,
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ARMR_LEATHER,
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ARMR_CHAIN,
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ARMR_PLATE,
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ARMR_MAGICCHAIN,
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ARMR_MAGICPLATE,
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ARMR_MYSTICROBES,
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ARMR_MAX
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};
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/**
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* The list of sex values for the savegame character records. The
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* values match the male and female symbols in the character set.
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*/
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enum SexType {
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SEX_MALE = 0xb,
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SEX_FEMALE = 0xc
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};
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/**
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* The list of class types for the savegame character records.
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*/
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enum ClassType {
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CLASS_MAGE,
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CLASS_BARD,
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CLASS_FIGHTER,
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CLASS_DRUID,
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CLASS_TINKER,
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CLASS_PALADIN,
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CLASS_RANGER,
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CLASS_SHEPHERD
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};
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/**
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* The list of status values for the savegame character records. The
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* values match the letter that's appear in the ztats area.
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*/
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enum StatusType {
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STAT_GOOD = 'G',
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STAT_POISONED = 'P',
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STAT_SLEEPING = 'S',
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STAT_DEAD = 'D'
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};
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enum Virtue {
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VIRT_HONESTY,
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VIRT_COMPASSION,
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VIRT_VALOR,
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VIRT_JUSTICE,
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VIRT_SACRIFICE,
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VIRT_HONOR,
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VIRT_SPIRITUALITY,
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VIRT_HUMILITY,
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VIRT_MAX
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};
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enum BaseVirtue {
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VIRT_NONE = 0x00,
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VIRT_TRUTH = 0x01,
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VIRT_LOVE = 0x02,
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VIRT_COURAGE = 0x04
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};
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enum Reagent {
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REAG_ASH,
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REAG_GINSENG,
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REAG_GARLIC,
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REAG_SILK,
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REAG_MOSS,
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REAG_PEARL,
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REAG_NIGHTSHADE,
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REAG_MANDRAKE,
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REAG_MAX
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};
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#define SPELL_MAX 26
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enum Item {
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ITEM_SKULL = 0x01,
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ITEM_SKULL_DESTROYED = 0x02,
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ITEM_CANDLE = 0x04,
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ITEM_BOOK = 0x08,
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ITEM_BELL = 0x10,
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ITEM_KEY_C = 0x20,
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ITEM_KEY_L = 0x40,
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ITEM_KEY_T = 0x80,
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ITEM_HORN = 0x100,
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ITEM_WHEEL = 0x200,
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ITEM_CANDLE_USED = 0x400,
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ITEM_BOOK_USED = 0x800,
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ITEM_BELL_USED = 0x1000
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};
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enum Stone {
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STONE_BLUE = 0x01,
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STONE_YELLOW = 0x02,
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STONE_RED = 0x04,
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STONE_GREEN = 0x08,
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STONE_ORANGE = 0x10,
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STONE_PURPLE = 0x20,
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STONE_WHITE = 0x40,
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STONE_BLACK = 0x80
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};
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enum Rune {
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RUNE_HONESTY = 0x01,
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RUNE_COMPASSION = 0x02,
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RUNE_VALOR = 0x04,
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RUNE_JUSTICE = 0x08,
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RUNE_SACRIFICE = 0x10,
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RUNE_HONOR = 0x20,
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RUNE_SPIRITUALITY = 0x40,
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RUNE_HUMILITY = 0x80
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};
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/**
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* The Ultima IV savegame player record data.
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*/
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struct SaveGamePlayerRecord {
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void synchronize(Common::Serializer &s);
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void init();
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unsigned short _hp;
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unsigned short _hpMax;
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unsigned short _xp;
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unsigned short _str, _dex, _intel;
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unsigned short _mp;
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unsigned short _unknown;
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WeaponType _weapon;
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ArmorType _armor;
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char _name[16];
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SexType _sex;
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ClassType _class;
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StatusType _status;
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};
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/**
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* How Ultima IV stores monster information
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*/
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struct SaveGameMonsterRecord {
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byte _tile;
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byte _x;
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byte _y;
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byte _prevTile;
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byte _prevX;
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byte _prevY;
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byte _unused1;
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byte _unused2;
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SaveGameMonsterRecord() {
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clear();
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}
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void clear() {
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_tile = _x = _y = 0;
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_prevTile = _prevX = _prevY = 0;
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_unused1 = _unused2 = 0;
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}
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static void synchronize(SaveGameMonsterRecord *monsterTable, Common::Serializer &s);
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};
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class LocationCoords : public Coords {
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public:
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MapId _map;
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LocationCoords() : Coords(), _map(0xff) {}
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LocationCoords(MapId map, int x_, int y_, int z_) :
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Coords(x_, y_, z_), _map(map) {}
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LocationCoords(MapId map, const Coords &pos) :
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Coords(pos), _map(map) {}
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/**
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* Synchronize to/from a savegame
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*/
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void synchronize(Common::Serializer &s);
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};
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class LocationCoordsArray : public Common::Array<LocationCoords> {
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public:
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/**
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* Loads the list of map & coordinates from the game context
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*/
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void load();
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/**
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* Synchronize to/from a savegame
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*/
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void synchronize(Common::Serializer &s);
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};
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/**
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* Represents the on-disk contents of PARTY.SAV.
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*/
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struct SaveGame {
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/**
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* Initialize a new savegame structure
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*/
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void init(const SaveGamePlayerRecord *avatarInfo);
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/**
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* Load an entire savegame, including monsters
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*/
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void save(Common::WriteStream *stream);
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/**
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* Save an entire savegame, including monsters
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*/
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void load(Common::SeekableReadStream *stream);
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/**
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* Called when a new game is started without loading an existing
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* savegame from launcher.
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*/
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void newGame();
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/**
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* Synchronizes data for the savegame structure
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*/
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void synchronize(Common::Serializer &s);
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uint _unknown1;
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uint _moves;
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SaveGamePlayerRecord _players[8];
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int _food;
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short _gold;
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short _karma[VIRT_MAX];
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short _torches;
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short _gems;
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short _keys;
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short _sextants;
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short _armor[ARMR_MAX];
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short _weapons[WEAP_MAX];
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short _reagents[REAG_MAX];
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short _mixtures[SPELL_MAX];
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unsigned short _items;
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LocationCoordsArray _positions;
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unsigned short _orientation;
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byte _stones;
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byte _runes;
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unsigned short _members;
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unsigned short _transport;
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union {
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unsigned short _balloonState;
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unsigned short _torchDuration;
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};
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unsigned short _trammelPhase;
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unsigned short _feluccaPhase;
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unsigned short _shipHull;
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unsigned short _lbIntro;
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unsigned short _lastCamp;
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unsigned short _lastReagent;
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unsigned short _lastMeditation;
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unsigned short _lastVirtue;
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};
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} // End of namespace Ultima4
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} // End of namespace Ultima
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#endif
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