Question

making a "Save" feature in a console applcation

Asked by: Dragonofstorms

im a little new at programing in C++ and trying to make a textbased adventure game but i do not know how to make a "Save" and "load" feature can someone help with some code if posible

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Asked On
2003-01-17 at 18:45:36ID20462795
Tags

making

Topic

Game Programming

Participating Experts
6
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Answers

 

by: MagmaiKHPosted on 2003-01-17 at 21:27:38ID: 7751826

fopen, fclose, fprintf, & fscanf are the C functions, all operate on a FILE*.  #include <stdio.h>

C++ also offers the fstream class.

#include <fstream> //note no .h
using namespace std;
fstream fs("c:\\myfile.txt");
fs << "Writes text" << endl;
fs.close();

You can google for any of those to get more info and examples.

 

by: efortierPosted on 2003-01-19 at 18:35:20ID: 7758721

Hello,

The save and load feature are highly dependent on how your internal data are kept. Does your character has an inventory? Health? Does he walks on a map?

There's no real rule to savegames. If your game is simple, and you want to keep things simple, try using .INI files, like this:

[Player Character]
Health=100
Map=Venise
Location_X=10
Location_Y=32

... etc ...

If you didn't plan for a savegame from the start, you may need to rewrite quite a bit in order to implement it correctly.

If it's too hard and would cause too much of a rewrite, you could have the player save the game at key locations on the map.

Feel free to provide more information, and I'll do my best to help.

--Eric Fortier

 

by: DragonofstormsPosted on 2003-01-21 at 11:50:00ID: 7773340

thanks, Eric for the info

my game characters  will have health and an inventory and he explores Rooms

i just need to know how to make an .INI File and how does it work

--DRAGONOFSTORMS--

 

 

by: asmodean2003Posted on 2003-01-21 at 12:27:26ID: 7773709

The implementation of the file format is all up to yourself. There is no rule on what these files look like, or what the include...

As suggested above, look up the documentation (a textbook if you have one, else http://www.cplusplus.com is a good reference) for the functions associated with file handling, and then design a file format which will work for your game system.

It all goes very easily once you've gotten the hang of the basic file read/write operations/procedures.

Good luck.

 

by: MagmaiKHPosted on 2003-01-21 at 14:04:50ID: 7774551

My IniFile reader/writer:

[source]
#include <windows.h>
#include <string>
#include <algorithm>
struct IniFile
     {
     std::string file;
     std::string section;
     
     IniFile()
          {}
     IniFile(const std::string& szFile, const std::string& szSection)
          : file(szFile), section(szSection)
          {}
     
     bool read(const std::string& key, std::string* property, std::string default_value = "")
          {
          char szBuf[256];
          BOOL b= GetPrivateProfileString(this->section.c_str(),
                                                key.c_str(),
                                                default_value.c_str(),
                                                szBuf, sizeof(szBuf),
                                                this->file.c_str());
          *property = szBuf;
          std::string::iterator it, it2, it3, end;
          end = property->end();
          it = property->begin();
          while(it!=end)
               {
               it = std::find(it, end, '[');
               if(it!=end)
                    {
                    it2 = std::find(it, end, '|');
                    if(it2!=end)
                         {
                         it3 = std::find(it2, end, ']');
                         if(it3!=end)
                              {    
                              std::string key;
                             
                              it++;
                              this->section = "";
                              this->section.reserve(it2-it);
                              std::copy(it, it2, std::inserter(this->section, this->section.begin()));
                              it2++;
                              key.reserve(it3-it2);
                              std::copy(it2, it3, std::inserter(key, key.begin()));
                              std::string subprop;
                              std::string temp;
                              temp.reserve(256);
                              if(!this->read(key, &subprop))
                                   return false;
                              it--;
                              std::insert_iterator<std::string> cp(temp, temp.begin());
                              cp = std::copy(property->begin(), it, cp);
                              cp = std::copy(subprop.begin(), subprop.end(), cp);
                              it3++;
                              cp = std::copy(it3, end, cp);
                             
                              *property = temp;
                              }
                         }
                    }
               }
          return (0!=b);
          }
     
     bool write(const std::string& key, const std::string& property)
          {
          return 0!=WritePrivateProfileString(this->section.c_str(),
                                                key.c_str(),
                                                property.c_str(),
                                                this->file.c_str());
          }
     bool write(const char*const key, const char*const property)
          {
          return 0!=WritePrivateProfileString(this->section.c_str(),
                                                key,
                                                property,
                                                this->file.c_str());
          }
     };
[/source]

 

by: MagmaiKHPosted on 2003-01-21 at 14:06:53ID: 7774564

This lets you use ini data in other ini keys, e.g.

[Paths]
Drive=C:
Home=[Paths|Drive]\HomeDir

And when you read in Paths|Home, you'll get C:\HomeDir

 

by: efortierPosted on 2003-01-21 at 21:09:30ID: 7777065

Hi,

And if you want an ini file class, here is a nice one I found a while ago on google:

http://groups.google.com/groups?hl=en&lr=&ie=UTF-8&safe=off&th=7b9b5e70ef87cbe9&rnum=1

What you do with this one is that you instanciate the class, then write to it like this:

 IniFile I1("savegames\\current.ini");
 I1.WriteInt("Player","Health",YourPlayer->CurrentHealth);

Note the double backslash. As you may know, whenever you need to include a backslash in a string, you need to place two of them. This is because the backslash is an escape character that allows you to place special characters in your strings (you did say you were new to C++, this is why I mention this).

When you want to read back the player health, you just do a GetInt() instead:

 IniFile I1("savegames\\current.ini");
 Player->CurrentHealth = I1.GetInt("Player","Health",<default value>);

Note the <default value>. This is the value that will be given to Player->CurrentHealth if the "Health" entry or "Player" section is not found in the ini file.

Unless you need to save very complex data, an INI file is a good starting point. You can use it for those data that are easily understood, like health, item count, etc. If you need to save the maps, you can manually create binary files to store those data.

--Eric Fortier


--Eric Fortier

 

by: megathPosted on 2003-01-22 at 03:13:15ID: 7778752

another (imho better variant) : use serializable objects.
Just implement interface and use it anywhere...
Any of your object will serialize itself and get/put all data it needed from/to stream.

 

by: ged325Posted on 2003-01-31 at 06:01:53ID: 7853036

you really don't need an ini file.  You could use a normal text file to save the data.  If you don't want someone editing the file (so they can get more stuff) then convert it to binary or encrypt it afterwards.  

an example layout of the file might be:

Health:
character attributes: str, wis, int, con, dex,
inventory: # of items
etc

the actual file would be

100
18 10 13 15 17
0 0 3 3 4 5 2 10 . . .
etc

use the file writing as shown


fstream fs("c:\\myfile.txt");
fs << health << endl;
fs << str << setw(1);  // creates a space between numbers, needed for when you input it back in.
fs << wis << setw(1);
.
.
.
fs << dex << endl;

when pulling in the stream:

istream sin("c:\\myfile.txt");
sin >> health;
sin >> str;
sin >> wis;
sin >> con;
etc.



 

by: efortierPosted on 2003-01-31 at 06:45:42ID: 7853394

Hi,

Not using an INI file or a formatted file is a huge mistake. Been there, done that.

One of the big reason why to use an INI file is that if you need to remove one of the entry in your savefile, you don't have to reformat the whole file.

For example, if you just write the strength, dexterity, wisdom and charisma to a file like this:

30
20
10
15

And if you decide that you don't want the dexterity anymore, you need to remove "20" and move every entry up one notch.

This doesn't happen with an INI or other formatted file. Save with adding data. Besides, it's easier to edit with a text editor.

Save yourself some trouble. Reading an ini file, especially if you load it to memory first is quick and painless.

--Eric Fortier

 

by: CleanupPingPosted on 2003-09-30 at 23:54:03ID: 9464282

Dragonofstorms:
This old question needs to be finalized -- accept an answer, split points, or get a refund.  For information on your options, please click here-> http:/help/closing.jsp#1
EXPERTS:
Post your closing recommendations!  No comment means you don't care.

20120131-EE-VQP-002

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