[Scummvm-cvs-logs] scummvm master -> b9198d37f7ea397c338d6c0afec05840bdf21403

sev- sev at scummvm.org
Fri Jul 29 09:09:21 CEST 2016


This automated email contains information about 11 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
a5fc17f0b1 WAGE: Add saveGameState() sketch
fe1f5352aa WAGE: Refine WageEngine::saveGame()
5d804f379c WAGE: Refine saveGame()
6b21b1f893 WAGE: Add World's _signature
3588351799 WAGE: Refine saveGame() once more
a4f02c7383 WAGE: Move some code in saveGame()
18476dc752 WAGE: Add loadGame() sketch
a854217bd6 WAGE: Refine loadGame()
a80547b206 WAGE: Refresh menus on load
faed7c7973 WAGE: Fix Chr::ChrArmorType unknown identifier
b9198d37f7 Merge pull request #793 from Tkachov/wage


Commit: a5fc17f0b190953b2f7d65da9b1de92e4a953fd6
    https://github.com/scummvm/scummvm/commit/a5fc17f0b190953b2f7d65da9b1de92e4a953fd6
Author: Alexander Tkachev (alexander at tkachov.ru)
Date: 2016-07-26T20:07:45+06:00

Commit Message:
WAGE: Add saveGameState() sketch

Copy-pasted from asvitkine/wage-engine (on java). I've managed filling
in some values, the others are 0 for now.

Changed paths:
  A engines/wage/saveload.cpp
    engines/wage/module.mk
    engines/wage/wage.h
    engines/wage/world.h



diff --git a/engines/wage/module.mk b/engines/wage/module.mk
index e150d5f..1f397b5 100644
--- a/engines/wage/module.mk
+++ b/engines/wage/module.mk
@@ -13,6 +13,7 @@ MODULE_OBJS := \
 	macwindow.o \
 	macwindowmanager.o \
 	randomhat.o \
+	saveload.o \
 	script.o \
 	sound.o \
 	util.o \
diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp
new file mode 100644
index 0000000..ea3ae34
--- /dev/null
+++ b/engines/wage/saveload.cpp
@@ -0,0 +1,192 @@
+/* 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.
+ *
+ */
+
+#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
+
+//
+// Version 0 (ScummVM):  first ScummVM version
+//
+
+namespace Wage {
+
+static const uint32 AGIflag = MKTAG('W', 'A', 'G', 'E');
+
+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());
+	}
+
+	out->writeUint32BE(AGIflag);
+
+	// 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);
+
+	// Counters
+	out->writeSint16LE(_world->_scenes.size()); //numScenes
+	out->writeSint16LE(_world->_chrs.size()); //numChars
+	out->writeSint16LE(_world->_objs.size()); //numObjs
+
+	// Hex Offsets
+	out->writeSint32LE(0); //state.getChrsHexOffset()
+	out->writeSint32LE(0); //state.getObjsHexOffset()
+
+	// Unique 8-byte World Signature
+	out->writeSint32LE(0); //8-byte ints? seriously?
+
+	// More Counters
+	out->writeSint32LE(_world->_player->_context._visits); //visitNum
+	out->writeSint32LE(0); //state.getLoopNum()
+	out->writeSint32LE(_world->_player->_context._kills); //killNum
+
+	// Hex offset to player character
+	out->writeSint32LE(0); //state.getPlayerHexOffset()
+
+	// character in this scene?
+	out->writeSint32LE(0); //state.getPresCharHexOffset()
+
+	// Hex offset to current scene
+	out->writeSint32LE(0); //state.getCurSceneHexOffset()
+
+	// wearing a helmet?
+	out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::HEAD_ARMOR]> //state.getHelmetIndex()
+
+	// holding a shield?
+	out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::SHIELD_ARMOR]> //state.getShieldIndex()
+
+	// wearing chest armor?
+	out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::BODY_ARMOR]> //state.getChestArmIndex()
+
+	// wearing spiritual armor?
+	out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::MAGIC_ARMOR]> //state.getSprtArmIndex()
+
+	// TODO:
+	out->writeSint16LE(0xffff);	// ???? - always FFFF
+	out->writeSint16LE(0xffff);	// ???? - always FFFF
+	out->writeSint16LE(0xffff);	// ???? - always FFFF
+	out->writeSint16LE(0xffff);	// ???? - always FFFF
+
+	// did a character just escape?
+	out->writeSint32LE(0); //state.getRunCharHexOffset()
+
+	// players experience points
+	out->writeSint32LE(_world->_player->_context._experience);
+
+	out->writeSint16LE(0); //state.getAim()
+	out->writeSint16LE(0); //state.getOpponentAim()
+
+	// TODO:
+	out->writeSint16LE(0x0000);	// always 0
+	out->writeSint16LE(0x0000);	// always 0
+	out->writeSint16LE(0x0000);	// always 0
+
+	// Base character stats
+	out->writeByte(_world->_player->_physicalStrength); //state.getBasePhysStr()
+	out->writeByte(_world->_player->_physicalHp); //state.getBasePhysHp()
+	out->writeByte(_world->_player->_naturalArmor); //state.getBasePhysArm()
+	out->writeByte(_world->_player->_physicalAccuracy); //state.getBasePhysAcc()
+	out->writeByte(_world->_player->_spiritualStength); //state.getBaseSprtStr()
+	out->writeByte(_world->_player->_spiritialHp); //state.getBaseSprtHp()
+	out->writeByte(_world->_player->_resistanceToMagic); //state.getBaseSprtArm()
+	out->writeByte(_world->_player->_spiritualAccuracy); //state.getBaseSprtAcc()
+	out->writeByte(_world->_player->_runningSpeed); //state.getBaseRunSpeed()
+
+	// TODO:
+	out->writeByte(0x0A);		// ???? - always seems to be 0x0A
+
+	/*
+	// write user vars
+	for (short var : state.getUserVars())
+		out->->writeSint16LE(var);
+
+	// write updated info for all scenes
+	out.write(state.getSceneData());
+
+	// write updated info for all characters
+	out.write(state.getChrData());
+
+	// write updated info for all objects
+	out.write(state.getObjData());
+	*/
+
+	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;
+}
+
+Common::String WageEngine::getSavegameFilename(int16 slotId) const {
+	Common::String saveLoadSlot = _targetName;
+	saveLoadSlot += Common::String::format(".%.3d", slotId);
+	return saveLoadSlot;
+}
+
+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;
+}
+
+} // End of namespace Agi
diff --git a/engines/wage/wage.h b/engines/wage/wage.h
index eb50a2e..b1d793b 100644
--- a/engines/wage/wage.h
+++ b/engines/wage/wage.h
@@ -208,6 +208,14 @@ public:
 	void redrawScene();
 	void saveGame();
 
+	Common::Error saveGameState(int slot, const Common::String &description);
+
+private:
+	int saveGame(const Common::String &fileName, const Common::String &descriptionString);
+	Common::String getSavegameFilename(int16 slotId) const;
+
+public:
+
 	virtual GUI::Debugger *getDebugger() { return _debugger; }
 
 private:
diff --git a/engines/wage/world.h b/engines/wage/world.h
index 468bedb..9eac072 100644
--- a/engines/wage/world.h
+++ b/engines/wage/world.h
@@ -48,10 +48,12 @@
 #ifndef WAGE_WORLD_H
 #define WAGE_WORLD_H
 
+#include "wage/entities.h"
 #include "wage/macwindowmanager.h"
 
 namespace Wage {
 
+class Script;
 class Sound;
 
 class World {


Commit: fe1f5352aaccd0253b22e5add14ff395e3370953
    https://github.com/scummvm/scummvm/commit/fe1f5352aaccd0253b22e5add14ff395e3370953
Author: Alexander Tkachev (alexander at tkachov.ru)
Date: 2016-07-27T12:36:41+06:00

Commit Message:
WAGE: Refine WageEngine::saveGame()

More values are saved now, yet some are still not found.

Changed paths:
    engines/wage/saveload.cpp
    engines/wage/wage.h



diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp
index ea3ae34..7132162 100644
--- a/engines/wage/saveload.cpp
+++ b/engines/wage/saveload.cpp
@@ -18,6 +18,31 @@
  * 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"
@@ -48,6 +73,30 @@ namespace Wage {
 
 static const uint32 AGIflag = 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 : (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;
+	}
+
+	warning("Scene's index not found");
+	return -1;
+}
+
 int WageEngine::saveGame(const Common::String &fileName, const Common::String &descriptionString) {
 	Common::OutSaveFile *out;
 	int result = 0;
@@ -83,37 +132,42 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 	out->writeSint16LE(_world->_objs.size()); //numObjs
 
 	// Hex Offsets
-	out->writeSint32LE(0); //state.getChrsHexOffset()
-	out->writeSint32LE(0); //state.getObjsHexOffset()
+	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(0); //8-byte ints? seriously?
+	out->writeSint32LE(0); //TODO: 8-byte ints? seriously?
+
+	Chr *player = _world->_player;
+	Context &playerContext = player->_context;
 
 	// More Counters
-	out->writeSint32LE(_world->_player->_context._visits); //visitNum
-	out->writeSint32LE(0); //state.getLoopNum()
-	out->writeSint32LE(_world->_player->_context._kills); //killNum
+	out->writeSint32LE(playerContext._visits); //visitNum
+	out->writeSint32LE(0); //TODO: state.getLoopNum()
+	out->writeSint32LE(playerContext._kills); //killNum
 
 	// Hex offset to player character
-	out->writeSint32LE(0); //state.getPlayerHexOffset()
+	out->writeSint32LE(GET_HEX_CHR_OFFSET(player)); //getPlayerHexOffset() == getHexOffsetForChr(player)
 
 	// character in this scene?
-	out->writeSint32LE(0); //state.getPresCharHexOffset()
+	out->writeSint32LE(GET_HEX_CHR_OFFSET(_monster)); //getPresCharHexOffset() == getHexOffsetForChr(monster)
 
 	// Hex offset to current scene
-	out->writeSint32LE(0); //state.getCurSceneHexOffset()
+	out->writeSint32LE(GET_HEX_SCENE_OFFSET(player->_currentScene)); //getCurSceneHexOffset()
 
 	// wearing a helmet?
-	out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::HEAD_ARMOR]> //state.getHelmetIndex()
+	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::HEAD_ARMOR])); //helmetIndex
 
 	// holding a shield?
-	out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::SHIELD_ARMOR]> //state.getShieldIndex()
+	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::SHIELD_ARMOR])); //shieldIndex
 
 	// wearing chest armor?
-	out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::BODY_ARMOR]> //state.getChestArmIndex()
+	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::BODY_ARMOR])); //chestArmIndex
 
 	// wearing spiritual armor?
-	out->writeSint32LE(0); //hex offset for <_world->_player->_armor[Chr::ChrArmorType::MAGIC_ARMOR]> //state.getSprtArmIndex()
+	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::MAGIC_ARMOR])); //sprtArmIndex
 
 	// TODO:
 	out->writeSint16LE(0xffff);	// ???? - always FFFF
@@ -122,13 +176,13 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 	out->writeSint16LE(0xffff);	// ???? - always FFFF
 
 	// did a character just escape?
-	out->writeSint32LE(0); //state.getRunCharHexOffset()
+	out->writeSint32LE(GET_HEX_CHR_OFFSET(_running)); //getRunCharHexOffset() == getHexOffsetForChr(running)
 
 	// players experience points
-	out->writeSint32LE(_world->_player->_context._experience);
+	out->writeSint32LE(playerContext._experience);
 
-	out->writeSint16LE(0); //state.getAim()
-	out->writeSint16LE(0); //state.getOpponentAim()
+	out->writeSint16LE(0); //TODO: state.getAim()
+	out->writeSint16LE(0); //TODO: state.getOpponentAim()
 
 	// TODO:
 	out->writeSint16LE(0x0000);	// always 0
@@ -136,33 +190,96 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 	out->writeSint16LE(0x0000);	// always 0
 
 	// Base character stats
-	out->writeByte(_world->_player->_physicalStrength); //state.getBasePhysStr()
-	out->writeByte(_world->_player->_physicalHp); //state.getBasePhysHp()
-	out->writeByte(_world->_player->_naturalArmor); //state.getBasePhysArm()
-	out->writeByte(_world->_player->_physicalAccuracy); //state.getBasePhysAcc()
-	out->writeByte(_world->_player->_spiritualStength); //state.getBaseSprtStr()
-	out->writeByte(_world->_player->_spiritialHp); //state.getBaseSprtHp()
-	out->writeByte(_world->_player->_resistanceToMagic); //state.getBaseSprtArm()
-	out->writeByte(_world->_player->_spiritualAccuracy); //state.getBaseSprtAcc()
-	out->writeByte(_world->_player->_runningSpeed); //state.getBaseRunSpeed()
+	// TODO: are these *base* btw? looks like we don't want to save *current* stats
+	out->writeByte(player->_physicalStrength); //state.getBasePhysStr()
+	out->writeByte(player->_physicalHp); //state.getBasePhysHp()
+	out->writeByte(player->_naturalArmor); //state.getBasePhysArm()
+	out->writeByte(player->_physicalAccuracy); //state.getBasePhysAcc()
+	out->writeByte(player->_spiritualStength); //state.getBaseSprtStr()
+	out->writeByte(player->_spiritialHp); //state.getBaseSprtHp()
+	out->writeByte(player->_resistanceToMagic); //state.getBaseSprtArm()
+	out->writeByte(player->_spiritualAccuracy); //state.getBaseSprtAcc()
+	out->writeByte(player->_runningSpeed); //state.getBaseRunSpeed()
 
 	// TODO:
 	out->writeByte(0x0A);		// ???? - always seems to be 0x0A
 
-	/*
 	// write user vars
-	for (short var : state.getUserVars())
-		out->->writeSint16LE(var);
-
+	for (uint32 i = 0; i < 26 * 9; ++i)
+		out->writeSint16LE(playerContext._userVariables[i]);
+	
 	// write updated info for all scenes
-	out.write(state.getSceneData());
+	Common::Array<Scene *> &orderedScenes = _world->_orderedScenes;
+	for (uint32 i = 0; i < orderedScenes.size(); ++i) {
+		Scene *scene = orderedScenes[i];
+		if (scene != _world->_storageScene) {
+			out->writeSint16LE(0); //TODO: 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
-	out.write(state.getChrData());
+	Common::Array<Chr *> &orderedChrs = _world->_orderedChrs;
+	for (uint32 i = 0; i < orderedChrs.size(); ++i) {
+		Chr *chr = orderedChrs[i];
+		out->writeSint16LE(0); //TODO: chr.getResourceID()
+		out->writeSint16LE(0); //TODO: chr->_currentScene.getResourceID()
+		//TODO: here we want to write *current* stats
+		out->writeByte(chr->_physicalStrength);
+		out->writeByte(chr->_physicalHp);
+		out->writeByte(chr->_naturalArmor);
+		out->writeByte(chr->_physicalAccuracy);
+		out->writeByte(chr->_spiritualStength);
+		out->writeByte(chr->_spiritialHp);
+		out->writeByte(chr->_resistanceToMagic);
+		out->writeByte(chr->_spiritualAccuracy);
+		out->writeByte(chr->_runningSpeed);
+		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
-	out.write(state.getObjData());
-	*/
+	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(0); //TODO: obj.getResourceID()
+		out->writeSint16LE(0); //TODO: location == nullptr ? 0 : location.getResourceID());
+		out->writeSint16LE(0); //TODO: owner == nullptr ? 0 : owner.getResourceID());
+
+		// 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);
+	}
 
 	out->finalize();
 	if (out->err()) {
diff --git a/engines/wage/wage.h b/engines/wage/wage.h
index b1d793b..1c33e16 100644
--- a/engines/wage/wage.h
+++ b/engines/wage/wage.h
@@ -211,6 +211,7 @@ public:
 	Common::Error saveGameState(int slot, const Common::String &description);
 
 private:
+	int getSceneIndex(Scene *scene) const;
 	int saveGame(const Common::String &fileName, const Common::String &descriptionString);
 	Common::String getSavegameFilename(int16 slotId) const;
 


Commit: 5d804f379ce77f0dd5eb43cfa5c2d18aa2de3585
    https://github.com/scummvm/scummvm/commit/5d804f379ce77f0dd5eb43cfa5c2d18aa2de3585
Author: Alexander Tkachev (alexander at tkachov.ru)
Date: 2016-07-27T17:27:18+06:00

Commit Message:
WAGE: Refine saveGame()

Base/Current stats fix + loopNum, aim, opponentAim saving.

Changed paths:
    engines/wage/saveload.cpp



diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp
index 7132162..2c4a23f 100644
--- a/engines/wage/saveload.cpp
+++ b/engines/wage/saveload.cpp
@@ -145,7 +145,7 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 
 	// More Counters
 	out->writeSint32LE(playerContext._visits); //visitNum
-	out->writeSint32LE(0); //TODO: state.getLoopNum()
+	out->writeSint32LE(_loopCount); //loopNum
 	out->writeSint32LE(playerContext._kills); //killNum
 
 	// Hex offset to player character
@@ -181,8 +181,8 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 	// players experience points
 	out->writeSint32LE(playerContext._experience);
 
-	out->writeSint16LE(0); //TODO: state.getAim()
-	out->writeSint16LE(0); //TODO: state.getOpponentAim()
+	out->writeSint16LE(_aim); //aim
+	out->writeSint16LE(_opponentAim); //opponentAim
 
 	// TODO:
 	out->writeSint16LE(0x0000);	// always 0
@@ -190,16 +190,15 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 	out->writeSint16LE(0x0000);	// always 0
 
 	// Base character stats
-	// TODO: are these *base* btw? looks like we don't want to save *current* stats
-	out->writeByte(player->_physicalStrength); //state.getBasePhysStr()
-	out->writeByte(player->_physicalHp); //state.getBasePhysHp()
-	out->writeByte(player->_naturalArmor); //state.getBasePhysArm()
-	out->writeByte(player->_physicalAccuracy); //state.getBasePhysAcc()
-	out->writeByte(player->_spiritualStength); //state.getBaseSprtStr()
-	out->writeByte(player->_spiritialHp); //state.getBaseSprtHp()
-	out->writeByte(player->_resistanceToMagic); //state.getBaseSprtArm()
-	out->writeByte(player->_spiritualAccuracy); //state.getBaseSprtAcc()
-	out->writeByte(player->_runningSpeed); //state.getBaseRunSpeed()
+	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
@@ -235,16 +234,16 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 		Chr *chr = orderedChrs[i];
 		out->writeSint16LE(0); //TODO: chr.getResourceID()
 		out->writeSint16LE(0); //TODO: chr->_currentScene.getResourceID()
-		//TODO: here we want to write *current* stats
-		out->writeByte(chr->_physicalStrength);
-		out->writeByte(chr->_physicalHp);
-		out->writeByte(chr->_naturalArmor);
-		out->writeByte(chr->_physicalAccuracy);
-		out->writeByte(chr->_spiritualStength);
-		out->writeByte(chr->_spiritialHp);
-		out->writeByte(chr->_resistanceToMagic);
-		out->writeByte(chr->_spiritualAccuracy);
-		out->writeByte(chr->_runningSpeed);
+		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


Commit: 6b21b1f89365bd77494940ec918212069238cc70
    https://github.com/scummvm/scummvm/commit/6b21b1f89365bd77494940ec918212069238cc70
Author: Alexander Tkachev (alexander at tkachov.ru)
Date: 2016-07-27T17:38:43+06:00

Commit Message:
WAGE: Add World's _signature

Changed paths:
    engines/wage/saveload.cpp
    engines/wage/world.cpp
    engines/wage/world.h



diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp
index 2c4a23f..6085255 100644
--- a/engines/wage/saveload.cpp
+++ b/engines/wage/saveload.cpp
@@ -138,7 +138,7 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 	out->writeSint32LE(objsHexOffset);
 
 	// Unique 8-byte World Signature
-	out->writeSint32LE(0); //TODO: 8-byte ints? seriously?
+	out->writeSint32LE(_world->_signature); //8-byte ints? seriously? (uses 4 bytes in java code too)
 
 	Chr *player = _world->_player;
 	Context &playerContext = player->_context;
diff --git a/engines/wage/world.cpp b/engines/wage/world.cpp
index 0e40e11..8b89060 100644
--- a/engines/wage/world.cpp
+++ b/engines/wage/world.cpp
@@ -69,6 +69,7 @@ World::World(WageEngine *engine) {
 
 	_globalScript = nullptr;
 	_player = nullptr;
+	_signature = 0;
 
 	_weaponMenuDisabled = true;
 
@@ -146,7 +147,8 @@ bool World::loadWorld(Common::MacResManager *resMan) {
 
 		res = resMan->getResource(MKTAG('V','E','R','S'), resArray[0]);
 
-		res->skip(10);
+		_signature = res->readSint32LE();
+		res->skip(6);
 		byte b = res->readByte();
 		_weaponMenuDisabled = (b != 0);
 		if (b != 0 && b != 1)
diff --git a/engines/wage/world.h b/engines/wage/world.h
index 9eac072..918616c 100644
--- a/engines/wage/world.h
+++ b/engines/wage/world.h
@@ -92,6 +92,7 @@ public:
 	Patterns *_patterns;
 	Scene *_storageScene;
 	Chr *_player;
+	int _signature;
 	//List<MoveListener> moveListeners;
 
 	Common::String *_gameOverMessage;


Commit: 35883517994efbcef9b5eb429b3888235745dea8
    https://github.com/scummvm/scummvm/commit/35883517994efbcef9b5eb429b3888235745dea8
Author: Alexander Tkachev (alexander at tkachov.ru)
Date: 2016-07-27T17:51:00+06:00

Commit Message:
WAGE: Refine saveGame() once more

_resourceId is added to entities, so saveGame() can access these ids and
save them.

Changed paths:
    engines/wage/entities.cpp
    engines/wage/entities.h
    engines/wage/saveload.cpp
    engines/wage/world.cpp



diff --git a/engines/wage/entities.cpp b/engines/wage/entities.cpp
index 43ac6c8..b2babba 100644
--- a/engines/wage/entities.cpp
+++ b/engines/wage/entities.cpp
@@ -80,6 +80,8 @@ Context::Context() {
 }
 
 Scene::Scene() {
+	_resourceId = 0;
+
 	_script = NULL;
 	_design = NULL;
 	_textBounds = NULL;
@@ -104,6 +106,8 @@ Scene::Scene(Common::String name, Common::SeekableReadStream *data) {
 	_classType = SCENE;
 	_design = new Design(data);
 
+	_resourceId = 0;
+
 	_script = NULL;
 	_textBounds = NULL;
 	_fontSize = 0;
@@ -221,6 +225,7 @@ Designed *Scene::lookUpEntity(int x, int y) {
 
 Obj::Obj() : _currentOwner(NULL), _currentScene(NULL) {
 	_index = 0;
+	_resourceId = 0;
 	_namePlural = false;
 	_value = 0;
 	_attackType = 0;
@@ -231,7 +236,9 @@ Obj::Obj() : _currentOwner(NULL), _currentScene(NULL) {
 	_damage = 0;
 }
 
-Obj::Obj(Common::String name, Common::SeekableReadStream *data) {
+Obj::Obj(Common::String name, Common::SeekableReadStream *data, int resourceId) {
+	_resourceId = resourceId;
+
 	_name = name;
 	_classType = OBJ;
 	_currentOwner = NULL;
@@ -322,6 +329,7 @@ Chr::Chr(Common::String name, Common::SeekableReadStream *data) {
 	_design = new Design(data);
 
 	_index = 0;
+	_resourceId = 0;
 	_currentScene = NULL;
 
 	setDesignBounds(readRect(data));
diff --git a/engines/wage/entities.h b/engines/wage/entities.h
index 9e706f0..f327270 100644
--- a/engines/wage/entities.h
+++ b/engines/wage/entities.h
@@ -152,6 +152,7 @@ public:
 	Chr(Common::String name, Common::SeekableReadStream *data);
 
 	int _index;
+	int _resourceId;
 	Common::String _initialScene;
 	int _gender;
 	bool _nameProperNoun;
@@ -229,7 +230,7 @@ public:
 class Obj : public Designed {
 public:
 	Obj();
-	Obj(Common::String name, Common::SeekableReadStream *data);
+	Obj(Common::String name, Common::SeekableReadStream *data, int resourceId);
 	~Obj();
 
 	enum ObjectType {
@@ -256,6 +257,7 @@ public:
 
 public:
 	int _index;
+	int _resourceId;
 	bool _namePlural;
 	uint _value;
 	int _attackType;
@@ -301,6 +303,8 @@ public:
 		RANDOM = 1
 	};
 
+	int _resourceId;
+
 	Script *_script;
 	Common::String _text;
 	Common::Rect *_textBounds;
diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp
index 6085255..a204757 100644
--- a/engines/wage/saveload.cpp
+++ b/engines/wage/saveload.cpp
@@ -212,7 +212,7 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 	for (uint32 i = 0; i < orderedScenes.size(); ++i) {
 		Scene *scene = orderedScenes[i];
 		if (scene != _world->_storageScene) {
-			out->writeSint16LE(0); //TODO: scene.resourceId
+			out->writeSint16LE(scene->_resourceId);
 			out->writeSint16LE(scene->_worldY);
 			out->writeSint16LE(scene->_worldX);
 			out->writeByte(scene->_blocked[NORTH] ? 0x01 : 0x00);
@@ -232,8 +232,8 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 	Common::Array<Chr *> &orderedChrs = _world->_orderedChrs;
 	for (uint32 i = 0; i < orderedChrs.size(); ++i) {
 		Chr *chr = orderedChrs[i];
-		out->writeSint16LE(0); //TODO: chr.getResourceID()
-		out->writeSint16LE(0); //TODO: chr->_currentScene.getResourceID()
+		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]);
@@ -263,9 +263,9 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 		Scene *location = obj->_currentScene;
 		Chr *owner = obj->_currentOwner;
 
-		out->writeSint16LE(0); //TODO: obj.getResourceID()
-		out->writeSint16LE(0); //TODO: location == nullptr ? 0 : location.getResourceID());
-		out->writeSint16LE(0); //TODO: owner == nullptr ? 0 : owner.getResourceID());
+		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);
diff --git a/engines/wage/world.cpp b/engines/wage/world.cpp
index 8b89060..286ecdd 100644
--- a/engines/wage/world.cpp
+++ b/engines/wage/world.cpp
@@ -217,6 +217,8 @@ bool World::loadWorld(Common::MacResManager *resMan) {
 
 			delete res;
 		}
+
+		scene->_resourceId = *iter;
 		addScene(scene);
 	}
 
@@ -226,7 +228,7 @@ bool World::loadWorld(Common::MacResManager *resMan) {
 
 	for (iter = resArray.begin(); iter != resArray.end(); ++iter) {
 		res = resMan->getResource(MKTAG('A','O','B','J'), *iter);
-		addObj(new Obj(resMan->getResName(MKTAG('A','O','B','J'), *iter), res));
+		addObj(new Obj(resMan->getResName(MKTAG('A','O','B','J'), *iter), res, *iter));
 	}
 
 	// Load Characters
@@ -236,7 +238,7 @@ bool World::loadWorld(Common::MacResManager *resMan) {
 	for (iter = resArray.begin(); iter != resArray.end(); ++iter) {
 		res = resMan->getResource(MKTAG('A','C','H','R'), *iter);
 		Chr *chr = new Chr(resMan->getResName(MKTAG('A','C','H','R'), *iter), res);
-
+		chr->_resourceId = *iter;
 		addChr(chr);
 		// TODO: What if there's more than one player character?
 		if (chr->_playerCharacter)


Commit: a4f02c73837ef46f620872d8297cdc6cbf5119dc
    https://github.com/scummvm/scummvm/commit/a4f02c73837ef46f620872d8297cdc6cbf5119dc
Author: Alexander Tkachev (alexander at tkachov.ru)
Date: 2016-07-27T18:06:39+06:00

Commit Message:
WAGE: Move some code in saveGame()

Now flags, version, description and thumbnail are added in the end of
the file, thus making saves compatible with original ones.

Changed paths:
    engines/wage/saveload.cpp



diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp
index a204757..bc9a443 100644
--- a/engines/wage/saveload.cpp
+++ b/engines/wage/saveload.cpp
@@ -66,12 +66,16 @@
 #define SAVEGAME_CURRENT_VERSION 1
 
 //
-// Version 0 (ScummVM):  first ScummVM version
+// 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 AGIflag = MKTAG('W', 'A', 'G', 'E');
+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
@@ -109,23 +113,6 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 		debug(9, "Successfully opened %s for writing", fileName.c_str());
 	}
 
-	out->writeUint32BE(AGIflag);
-
-	// 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);
-
 	// Counters
 	out->writeSint16LE(_world->_scenes.size()); //numScenes
 	out->writeSint16LE(_world->_chrs.size()); //numChars
@@ -280,6 +267,30 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 		out->writeSint16LE(obj->_numberOfUses);
 	}
 
+	// the following is appended by ScummVM
+	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);
+
+	// 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());


Commit: 18476dc752efd9888222b2b61d30a88648486fbd
    https://github.com/scummvm/scummvm/commit/18476dc752efd9888222b2b61d30a88648486fbd
Author: Alexander Tkachev (alexander at tkachov.ru)
Date: 2016-07-27T21:38:10+06:00

Commit Message:
WAGE: Add loadGame() sketch

Changed paths:
    engines/wage/saveload.cpp
    engines/wage/wage.cpp
    engines/wage/wage.h



diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp
index bc9a443..4b38e5b 100644
--- a/engines/wage/saveload.cpp
+++ b/engines/wage/saveload.cpp
@@ -302,6 +302,190 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 	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
+	_world->_signature = data->readSint32LE();
+
+	//Chr *player = _world->_player;
+	//Context &playerContext = player->_context;
+
+	// More Counters
+	int visitNum = data->readSint32LE(); //visitNum @ playerContext._visits
+	_loopCount = data->readSint32LE(); //loopNum
+	int killNum = data->readSint32LE(); //killNum @ playerContext._kills
+
+	// 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();
+
+	// wearing a helmet?
+	int helmetOffset = data->readSint32LE(); //helmetIndex @ player->_armor[Chr::ChrArmorType::HEAD_ARMOR]
+
+	// holding a shield?
+	int shieldOffset = data->readSint32LE(); //shieldIndex @ player->_armor[Chr::ChrArmorType::SHIELD_ARMOR]
+
+	// wearing chest armor?
+	int armorOffset = data->readSint32LE(); //chestArmIndex @ player->_armor[Chr::ChrArmorType::BODY_ARMOR]
+
+	// wearing spiritual armor?
+	int spiritualArmorOffset = data->readSint32LE(); //sprtArmIndex @ player->_armor[Chr::ChrArmorType::MAGIC_ARMOR]
+
+	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
+
+	_aim = data->readSint16LE(); //aim
+	_opponentAim = data->readSint16LE(); //opponentAim
+
+	data->readSint16LE(); // 0000
+	data->readSint16LE(); // 0000
+	data->readSint16LE(); // 0000
+
+	// Base character stats
+	int basePhysStr = data->readByte(); // @ playerContext._statVariables[PHYS_STR_BAS]
+	int basePhysHp = data->readByte(); // @ playerContext._statVariables[PHYS_HIT_BAS]
+	int basePhysArm = data->readByte(); // @ playerContext._statVariables[PHYS_ARM_BAS]
+	int basePhysAcc = data->readByte(); // @ playerContext._statVariables[PHYS_ACC_BAS]
+	int baseSprtStr = data->readByte(); // @ playerContext._statVariables[SPIR_STR_BAS]
+	int baseSprtHp = data->readByte(); // @ playerContext._statVariables[SPIR_HIT_BAS]
+	int baseSprtArm = data->readByte(); // @ playerContext._statVariables[SPIR_ARM_BAS]
+	int baseSprtAcc = data->readByte(); // @ playerContext._statVariables[SPIR_ACC_BAS]
+	int baseRunSpeed = data->readByte(); // @ playerContext._statVariables[PHYS_SPE_BAS]
+
+	data->readByte(); // 0x0A?
+
+	// write user vars
+	for (uint32 i = 0; i < 26 * 9; ++i)
+		data->readSint16LE(); // @ playerContext._userVariables[i]
+
+	// write updated info for all scenes	
+	for (uint32 i = 0; i < numScenes; ++i) {		
+		data->readSint16LE(); // @ scene->_resourceId
+		data->readSint16LE(); // @ scene->_worldY
+		data->readSint16LE(); // @ scene->_worldX
+		data->readByte(); // @ scene->_blocked[NORTH]
+		data->readByte(); // @ scene->_blocked[SOUTH]
+		data->readByte(); // @ scene->_blocked[EAST]
+		data->readByte(); // @ scene->_blocked[WEST]
+		data->readSint16LE(); // @ scene->_soundFrequency
+		data->readByte(); // @ scene->_soundType
+		// the following two bytes are currently unknown
+		data->readByte();
+		data->readByte();
+		data->readByte(); // @ scene->_visited
+	}
+
+	// write updated info for all characters
+	Common::Array<Chr *> &orderedChrs = _world->_orderedChrs;
+	for (uint32 i = 0; i < orderedChrs.size(); ++i) {
+		int resourceId = data->readSint16LE();
+		int sceneResourceId = data->readSint16LE();
+
+		int strength = data->readByte(); // @ chrContext._statVariables[PHYS_STR_CUR]
+		int hp = data->readByte(); // @ chrContext._statVariables[PHYS_HIT_CUR]
+		int armor = data->readByte(); // @ chrContext._statVariables[PHYS_ARM_CUR]
+		int accuracy = data->readByte(); // @ chrContext._statVariables[PHYS_ACC_CUR]
+		int spirStrength = data->readByte(); // @ chrContext._statVariables[SPIR_STR_CUR]
+		int spirHp = data->readByte(); // @ chrContext._statVariables[SPIR_HIT_CUR]
+		int spirArmor = data->readByte(); // @ chrContext._statVariables[SPIR_ARM_CUR]
+		int spirAccuracy = data->readByte(); // @ chrContext._statVariables[SPIR_ACC_CUR]
+		int speed = data->readByte(); // @ chrContext._statVariables[PHYS_SPE_CUR]
+		int rejectsOffers = data->readByte(); // @ chr->_rejectsOffers
+		int followsOpponent = data->readByte(); // @ chr->_followsOpponent
+
+		// bytes 16-20 are unknown
+		data->readByte();
+		data->readByte();
+		data->readByte();
+		data->readByte();
+		data->readByte();
+
+		data->readByte(); // @ chr->_weaponDamage1
+		data->readByte(); // @ chr->_weaponDamage2
+	}
+
+	// write updated info for all objects
+	for (uint32 i = 0; i < numObjs; ++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();
+
+		data->readByte(); // @ obj->_accuracy
+		data->readByte(); // @ obj->_value
+		data->readByte(); // @ obj->_type
+		data->readByte(); // @ obj->_damage
+		data->readByte(); // @ obj->_attackType
+		data->readSint16LE(); // @ obj->_numberOfUses
+	}
+
+	// the following is appended by ScummVM
+	if (data->pos() < data->size()) {
+		int scummvmWageFlag = data->readUint32BE();
+
+		if (scummvmWageFlag != WAGEflag) {
+			warning("Extra bytes after original save's information found, but that's not ScummVM's");
+			delete data;
+			return 0;
+		}
+
+		// 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];
+		data->read(description, 128);
+		if (description[WAGE_SAVEDGAME_DESCRIPTION_LEN] != 0) {
+			warning("Description's last byte is not '\0'");
+			description[WAGE_SAVEDGAME_DESCRIPTION_LEN] = 0;
+		}
+
+		int version = data->readByte();
+		if (version != SAVEGAME_CURRENT_VERSION) {
+			warning("Reading version %d while current is %d", version, SAVEGAME_CURRENT_VERSION);
+		}
+
+		// Thumbnail
+		Graphics::loadThumbnail(*data);
+	}
+
+	delete data;
+	return 0;
+}
+
 Common::String WageEngine::getSavegameFilename(int16 slotId) const {
 	Common::String saveLoadSlot = _targetName;
 	saveLoadSlot += Common::String::format(".%.3d", slotId);
diff --git a/engines/wage/wage.cpp b/engines/wage/wage.cpp
index 567e276..f1ed5d4 100644
--- a/engines/wage/wage.cpp
+++ b/engines/wage/wage.cpp
@@ -45,6 +45,7 @@
  *
  */
 
+#include "common/config-manager.h"
 #include "common/debug-channels.h"
 #include "common/error.h"
 #include "common/events.h"
@@ -126,8 +127,13 @@ Common::Error WageEngine::run() {
 
 	_temporarilyHidden = true;
 	performInitialSetup();
-	Common::String input("look");
-	processTurn(&input, NULL);
+	if (ConfMan.hasKey("save_slot")) {
+		int saveSlot = ConfMan.getInt("save_slot");
+		loadGame(saveSlot);
+	} else {
+		Common::String input("look");
+		processTurn(&input, NULL);
+	}
 	_temporarilyHidden = false;
 
 	_shouldQuit = false;
diff --git a/engines/wage/wage.h b/engines/wage/wage.h
index 1c33e16..5507ed9 100644
--- a/engines/wage/wage.h
+++ b/engines/wage/wage.h
@@ -213,6 +213,7 @@ public:
 private:
 	int getSceneIndex(Scene *scene) const;
 	int saveGame(const Common::String &fileName, const Common::String &descriptionString);
+	int loadGame(int slotId);
 	Common::String getSavegameFilename(int16 slotId) const;
 
 public:


Commit: a854217bd67c0e9ac8df552064dbfcaf6fd83024
    https://github.com/scummvm/scummvm/commit/a854217bd67c0e9ac8df552064dbfcaf6fd83024
Author: Alexander Tkachev (alexander at tkachov.ru)
Date: 2016-07-28T15:21:14+06:00

Commit Message:
WAGE: Refine loadGame()

It now actually does the loading.

Changed paths:
    engines/wage/saveload.cpp
    engines/wage/wage.cpp
    engines/wage/wage.h



diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp
index 4b38e5b..654812a 100644
--- a/engines/wage/saveload.cpp
+++ b/engines/wage/saveload.cpp
@@ -88,19 +88,86 @@ static const uint32 WAGEflag = MKTAG('W', 'A', 'G', 'E');
 #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 : (SCENES_INDEX + getSceneIndex(_world->_player->_currentScene) * SCENE_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;
+		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 && 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 && 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 && 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;
@@ -324,15 +391,18 @@ int WageEngine::loadGame(int slotId) {
 	int objsHexOffset = data->readSint32LE();
 
 	// Unique 8-byte World Signature
-	_world->_signature = data->readSint32LE();
-
-	//Chr *player = _world->_player;
-	//Context &playerContext = player->_context;
+	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 @ playerContext._visits
-	_loopCount = data->readSint32LE(); //loopNum
-	int killNum = data->readSint32LE(); //killNum @ playerContext._kills
+	int visitNum = data->readSint32LE(); //visitNum
+	int loopNum = data->readSint32LE(); //loopNum
+	int killNum = data->readSint32LE(); //killNum
 
 	// Hex offset to player character
 	int playerOffset = data->readSint32LE();
@@ -343,17 +413,41 @@ int WageEngine::loadGame(int slotId) {
 	// 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 @ player->_armor[Chr::ChrArmorType::HEAD_ARMOR]
+	int helmetOffset = data->readSint32LE(); //helmetIndex
 
 	// holding a shield?
-	int shieldOffset = data->readSint32LE(); //shieldIndex @ player->_armor[Chr::ChrArmorType::SHIELD_ARMOR]
+	int shieldOffset = data->readSint32LE(); //shieldIndex
 
 	// wearing chest armor?
-	int armorOffset = data->readSint32LE(); //chestArmIndex @ player->_armor[Chr::ChrArmorType::BODY_ARMOR]
+	int armorOffset = data->readSint32LE(); //chestArmIndex
 
 	// wearing spiritual armor?
-	int spiritualArmorOffset = data->readSint32LE(); //sprtArmIndex @ player->_armor[Chr::ChrArmorType::MAGIC_ARMOR]
+	int spiritualArmorOffset = data->readSint32LE(); //sprtArmIndex
 
 	data->readSint16LE();	// FFFF
 	data->readSint16LE();	// FFFF
@@ -365,64 +459,118 @@ int WageEngine::loadGame(int slotId) {
 	// players experience points
 	int exp = data->readSint32LE(); // @ playerContext._experience
 
-	_aim = data->readSint16LE(); //aim
-	_opponentAim = data->readSint16LE(); //opponentAim
+	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(); // @ playerContext._statVariables[PHYS_STR_BAS]
-	int basePhysHp = data->readByte(); // @ playerContext._statVariables[PHYS_HIT_BAS]
-	int basePhysArm = data->readByte(); // @ playerContext._statVariables[PHYS_ARM_BAS]
-	int basePhysAcc = data->readByte(); // @ playerContext._statVariables[PHYS_ACC_BAS]
-	int baseSprtStr = data->readByte(); // @ playerContext._statVariables[SPIR_STR_BAS]
-	int baseSprtHp = data->readByte(); // @ playerContext._statVariables[SPIR_HIT_BAS]
-	int baseSprtArm = data->readByte(); // @ playerContext._statVariables[SPIR_ARM_BAS]
-	int baseSprtAcc = data->readByte(); // @ playerContext._statVariables[SPIR_ACC_BAS]
-	int baseRunSpeed = data->readByte(); // @ playerContext._statVariables[PHYS_SPE_BAS]
+	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?
 
-	// write user vars
-	for (uint32 i = 0; i < 26 * 9; ++i)
-		data->readSint16LE(); // @ playerContext._userVariables[i]
-
-	// write updated info for all scenes	
-	for (uint32 i = 0; i < numScenes; ++i) {		
-		data->readSint16LE(); // @ scene->_resourceId
-		data->readSint16LE(); // @ scene->_worldY
-		data->readSint16LE(); // @ scene->_worldX
-		data->readByte(); // @ scene->_blocked[NORTH]
-		data->readByte(); // @ scene->_blocked[SOUTH]
-		data->readByte(); // @ scene->_blocked[EAST]
-		data->readByte(); // @ scene->_blocked[WEST]
-		data->readSint16LE(); // @ scene->_soundFrequency
-		data->readByte(); // @ scene->_soundType
-		// the following two bytes are currently unknown
-		data->readByte();
-		data->readByte();
-		data->readByte(); // @ scene->_visited
+	// set all user variables
+	for (uint32 i = 0; i < 26 * 9; ++i) {
+		playerContext._userVariables[i] = data->readSint16LE();	
 	}
 
-	// write updated info for all characters
+	// update all scene stats
+	Common::Array<Scene *> &orderedScenes = _world->_orderedScenes;
+	if (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 (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(); // @ chrContext._statVariables[PHYS_STR_CUR]
-		int hp = data->readByte(); // @ chrContext._statVariables[PHYS_HIT_CUR]
-		int armor = data->readByte(); // @ chrContext._statVariables[PHYS_ARM_CUR]
-		int accuracy = data->readByte(); // @ chrContext._statVariables[PHYS_ACC_CUR]
-		int spirStrength = data->readByte(); // @ chrContext._statVariables[SPIR_STR_CUR]
-		int spirHp = data->readByte(); // @ chrContext._statVariables[SPIR_HIT_CUR]
-		int spirArmor = data->readByte(); // @ chrContext._statVariables[SPIR_ARM_CUR]
-		int spirAccuracy = data->readByte(); // @ chrContext._statVariables[SPIR_ACC_CUR]
-		int speed = data->readByte(); // @ chrContext._statVariables[PHYS_SPE_CUR]
-		int rejectsOffers = data->readByte(); // @ chr->_rejectsOffers
-		int followsOpponent = data->readByte(); // @ chr->_followsOpponent
+		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();
@@ -431,12 +579,38 @@ int WageEngine::loadGame(int slotId) {
 		data->readByte();
 		data->readByte();
 
-		data->readByte(); // @ chr->_weaponDamage1
-		data->readByte(); // @ chr->_weaponDamage2
+		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;
 	}
 
-	// write updated info for all objects
-	for (uint32 i = 0; i < numObjs; ++i) {
+	// update all object locations and stats
+	Common::Array<Obj *> &orderedObjs = _world->_orderedObjs;
+	if (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();
@@ -446,42 +620,97 @@ int WageEngine::loadGame(int slotId) {
 		data->readByte();
 		data->readByte();
 
-		data->readByte(); // @ obj->_accuracy
-		data->readByte(); // @ obj->_value
-		data->readByte(); // @ obj->_type
-		data->readByte(); // @ obj->_damage
-		data->readByte(); // @ obj->_attackType
-		data->readSint16LE(); // @ obj->_numberOfUses
-	}
+		int accuracy = data->readByte();
+		int value = data->readByte();
+		int type = data->readByte();
+		int damage = data->readByte();
+		int attackType= data->readByte();
+		int numberOfUses = data->readSint16LE();
 
-	// the following is appended by ScummVM
-	if (data->pos() < data->size()) {
-		int scummvmWageFlag = data->readUint32BE();
+		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;
+	}
 
-		if (scummvmWageFlag != WAGEflag) {
-			warning("Extra bytes after original save's information found, but that's not ScummVM's");
-			delete data;
-			return 0;
+	// 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);
 		}
+	}
 
-		// 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];
-		data->read(description, 128);
-		if (description[WAGE_SAVEDGAME_DESCRIPTION_LEN] != 0) {
-			warning("Description's last byte is not '\0'");
-			description[WAGE_SAVEDGAME_DESCRIPTION_LEN] = 0;
+	// 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);
 		}
+	}
 
-		int version = data->readByte();
-		if (version != SAVEGAME_CURRENT_VERSION) {
-			warning("Reading version %d while current is %d", version, SAVEGAME_CURRENT_VERSION);
+	// move all worn helmets, shields, chest armors and spiritual
+	// armors to player
+	for (int type = 0; type < Chr::ChrArmorType::NUMBER_OF_ARMOR_TYPES; ++type) {
+		Obj *armor;
+
+		if (type == Chr::ChrArmorType::HEAD_ARMOR)
+			armor = getObjByOffset(helmetOffset, objsHexOffset);
+		else if (type == Chr::ChrArmorType::SHIELD_ARMOR)
+			armor = getObjByOffset(shieldOffset, objsHexOffset);
+		else if (type == Chr::ChrArmorType::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;
 
-		// Thumbnail
-		Graphics::loadThumbnail(*data);
+	// 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;
 }
diff --git a/engines/wage/wage.cpp b/engines/wage/wage.cpp
index f1ed5d4..f057da2 100644
--- a/engines/wage/wage.cpp
+++ b/engines/wage/wage.cpp
@@ -130,10 +130,9 @@ Common::Error WageEngine::run() {
 	if (ConfMan.hasKey("save_slot")) {
 		int saveSlot = ConfMan.getInt("save_slot");
 		loadGame(saveSlot);
-	} else {
-		Common::String input("look");
-		processTurn(&input, NULL);
 	}
+	Common::String input("look");
+	processTurn(&input, NULL);
 	_temporarilyHidden = false;
 
 	_shouldQuit = false;
@@ -252,6 +251,8 @@ bool WageEngine::saveDialog() {
 
 void WageEngine::saveGame() {
 	warning("STUB: saveGame()");
+	Common::String fileName = getSavegameFilename(1), desc = "test save #1";
+	saveGame(fileName, desc);
 }
 
 void WageEngine::performInitialSetup() {
@@ -313,6 +314,11 @@ void WageEngine::performInitialSetup() {
 	}
 }
 
+void WageEngine::wearObjs(Chr* chr) {
+	if (chr != nullptr)
+		chr->wearObjs();
+}
+
 void WageEngine::doClose() {
 	warning("STUB: doClose()");
 }
diff --git a/engines/wage/wage.h b/engines/wage/wage.h
index 5507ed9..718f5e2 100644
--- a/engines/wage/wage.h
+++ b/engines/wage/wage.h
@@ -212,6 +212,11 @@ public:
 
 private:
 	int getSceneIndex(Scene *scene) const;
+	Obj *getObjByOffset(int offset, int objBaseOffset) const;
+	Chr *getChrById(int resId) const;
+	Chr *getChrByOffset(int offset, int chrBaseOffset) const;
+	Scene *getSceneById(int id) const;
+	Scene *getSceneByOffset(int offset) const;
 	int saveGame(const Common::String &fileName, const Common::String &descriptionString);
 	int loadGame(int slotId);
 	Common::String getSavegameFilename(int16 slotId) const;


Commit: a80547b206b179f5d5c04cac58cc2b60251a044a
    https://github.com/scummvm/scummvm/commit/a80547b206b179f5d5c04cac58cc2b60251a044a
Author: Alexander Tkachev (alexander at tkachov.ru)
Date: 2016-07-28T21:47:52+06:00

Commit Message:
WAGE: Refresh menus on load

Changed paths:
    engines/wage/wage.cpp



diff --git a/engines/wage/wage.cpp b/engines/wage/wage.cpp
index f057da2..fe10b1a 100644
--- a/engines/wage/wage.cpp
+++ b/engines/wage/wage.cpp
@@ -130,6 +130,8 @@ Common::Error WageEngine::run() {
 	if (ConfMan.hasKey("save_slot")) {
 		int saveSlot = ConfMan.getInt("save_slot");
 		loadGame(saveSlot);
+		_gui->regenCommandsMenu();
+		_gui->regenWeaponsMenu();
 	}
 	Common::String input("look");
 	processTurn(&input, NULL);


Commit: faed7c79730f13d98f7b68794293891404013b58
    https://github.com/scummvm/scummvm/commit/faed7c79730f13d98f7b68794293891404013b58
Author: Alexander Tkachev (alexander at tkachov.ru)
Date: 2016-07-29T11:35:36+06:00

Commit Message:
WAGE: Fix Chr::ChrArmorType unknown identifier

It should've been `Chr` instead.

Changed paths:
    engines/wage/saveload.cpp



diff --git a/engines/wage/saveload.cpp b/engines/wage/saveload.cpp
index 654812a..4889add 100644
--- a/engines/wage/saveload.cpp
+++ b/engines/wage/saveload.cpp
@@ -212,16 +212,16 @@ int WageEngine::saveGame(const Common::String &fileName, const Common::String &d
 	out->writeSint32LE(GET_HEX_SCENE_OFFSET(player->_currentScene)); //getCurSceneHexOffset()
 
 	// wearing a helmet?
-	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::HEAD_ARMOR])); //helmetIndex
+	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::HEAD_ARMOR])); //helmetIndex
 
 	// holding a shield?
-	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::SHIELD_ARMOR])); //shieldIndex
+	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::SHIELD_ARMOR])); //shieldIndex
 
 	// wearing chest armor?
-	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::BODY_ARMOR])); //chestArmIndex
+	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::BODY_ARMOR])); //chestArmIndex
 
 	// wearing spiritual armor?
-	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::MAGIC_ARMOR])); //sprtArmIndex
+	out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::MAGIC_ARMOR])); //sprtArmIndex
 
 	// TODO:
 	out->writeSint16LE(0xffff);	// ???? - always FFFF
@@ -675,14 +675,14 @@ int WageEngine::loadGame(int slotId) {
 
 	// move all worn helmets, shields, chest armors and spiritual
 	// armors to player
-	for (int type = 0; type < Chr::ChrArmorType::NUMBER_OF_ARMOR_TYPES; ++type) {
+	for (int type = 0; type < Chr::NUMBER_OF_ARMOR_TYPES; ++type) {
 		Obj *armor;
 
-		if (type == Chr::ChrArmorType::HEAD_ARMOR)
+		if (type == Chr::HEAD_ARMOR)
 			armor = getObjByOffset(helmetOffset, objsHexOffset);
-		else if (type == Chr::ChrArmorType::SHIELD_ARMOR)
+		else if (type == Chr::SHIELD_ARMOR)
 			armor = getObjByOffset(shieldOffset, objsHexOffset);
-		else if (type == Chr::ChrArmorType::BODY_ARMOR)
+		else if (type == Chr::BODY_ARMOR)
 			armor = getObjByOffset(armorOffset, objsHexOffset);
 		else
 			armor = getObjByOffset(spiritualArmorOffset, objsHexOffset);


Commit: b9198d37f7ea397c338d6c0afec05840bdf21403
    https://github.com/scummvm/scummvm/commit/b9198d37f7ea397c338d6c0afec05840bdf21403
Author: Eugene Sandulenko (sev at scummvm.org)
Date: 2016-07-29T10:09:13+03:00

Commit Message:
Merge pull request #793 from Tkachov/wage

WAGE: Add save/load code

Changed paths:
  A engines/wage/saveload.cpp
    engines/wage/entities.cpp
    engines/wage/entities.h
    engines/wage/module.mk
    engines/wage/wage.cpp
    engines/wage/wage.h
    engines/wage/world.cpp
    engines/wage/world.h









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