scummvm/engines/agi/savegame.cpp

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2006-05-23 23:43:52 +00:00
/* ScummVM - Scumm Interpreter
* Copyright (C) 2006 The ScummVM project
*
* Copyright (C) 1999-2003 Sarien Team
*
* 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.
*
* $URL$
* $Id$
*
*/
/*
* Savegame support by Vasyl Tsvirkunov <vasyl@pacbell.net>
* Multi-slots by Claudio Matsuoka <claudio@helllabs.org>
*/
#include "common/stdafx.h"
#include "agi/agi.h"
#include "agi/graphics.h"
#include "agi/sprite.h"
#include "agi/text.h"
#include "agi/savegame.h"
#include "agi/keyboard.h"
#include "agi/menu.h"
namespace Agi {
#if defined(WIN32)
#define MKDIR(a,b) mkdir(a)
#else
#define MKDIR(a,b) mkdir(a,b)
#endif
/* Image stack support */
struct image_stack_element {
uint8 type;
uint8 pad;
int16 parm1;
int16 parm2;
int16 parm3;
int16 parm4;
int16 parm5;
int16 parm6;
int16 parm7;
};
#define INITIAL_IMAGE_STACK_SIZE 32
static int stack_size = 0;
static struct image_stack_element *image_stack = NULL;
static int image_stack_pointer = 0;
void clear_image_stack(void) {
image_stack_pointer = 0;
}
void release_image_stack(void) {
if (image_stack)
free(image_stack);
image_stack = NULL;
stack_size = image_stack_pointer = 0;
}
void record_image_stack_call(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7) {
struct image_stack_element *pnew;
if (image_stack_pointer == stack_size) {
if (stack_size == 0) { /* first call */
image_stack = (struct image_stack_element *)
malloc(INITIAL_IMAGE_STACK_SIZE * sizeof(struct image_stack_element));
stack_size = INITIAL_IMAGE_STACK_SIZE;
} else { /* has to grow */
struct image_stack_element *new_stack;
new_stack = (struct image_stack_element *)
malloc(2 * stack_size * sizeof(struct image_stack_element));
memcpy(new_stack, image_stack, stack_size * sizeof(struct image_stack_element));
free(image_stack);
image_stack = new_stack;
stack_size *= 2;
}
}
pnew = &image_stack[image_stack_pointer];
image_stack_pointer++;
pnew->type = type;
pnew->parm1 = p1;
pnew->parm2 = p2;
pnew->parm3 = p3;
pnew->parm4 = p4;
pnew->parm5 = p5;
pnew->parm6 = p6;
pnew->parm7 = p7;
}
void replay_image_stack_call(uint8 type, int16 p1, int16 p2, int16 p3,
int16 p4, int16 p5, int16 p6, int16 p7) {
switch (type) {
case ADD_PIC:
debugC(8, kDebugLevelMain, "--- decoding picture %d ---", p1);
agi_load_resource(rPICTURE, p1);
decode_picture(p1, p2);
break;
case ADD_VIEW:
agi_load_resource(rVIEW, p1);
add_to_pic(p1, p2, p3, p4, p5, p6, p7);
break;
}
}
/* */
static const char *strSig = "AGI:";
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static void write_uint8(Common::File *f, int8 val) {
f->write(&val, 1);
}
static void write_sint16(Common::File *f, int16 val) {
static uint8 buf[2];
buf[0] = (uint8) ((val >> 8) & 255);
buf[1] = (uint8) (val & 255);
f->write(buf, 2);
}
static void write_uint16(Common::File *f, uint16 val) {
static uint8 buf[2];
buf[0] = (uint8) ((val >> 8) & 255);
buf[1] = (uint8) (val & 255);
f->write(buf, 2);
}
static uint8 read_uint8(Common::File *f) {
static uint8 buf[1];
f->read(buf, 1);
return buf[0];
}
static uint16 read_uint16(Common::File *f) {
static uint8 buf[2];
f->read(buf, 2);
return (buf[0] << 8) | buf[1];
}
static int16 read_sint16(Common::File *f) {
static uint8 buf[2];
f->read(buf, 2);
return (int16) ((buf[0] << 8) | buf[1]);
}
static void write_string(Common::File *f, const char *s) {
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write_sint16(f, (int16) strlen(s));
f->write(s, strlen(s));
}
static void read_string(Common::File *f, char *s) {
int16 size = read_sint16(f);
f->read(s, size);
s[size] = (char)0;
}
static void write_bytes(Common::File *f, const char *s, int16 size) {
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f->write(s, size);
}
static void read_bytes(Common::File *f, char *s, int16 size) {
f->read(s, size);
}
/*
* Version 0: view table has 64 entries
* Version 1: view table has 256 entries (needed in KQ3)
*/
#define SAVEGAME_VERSION 1
int save_game(char *s, const char *d) {
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int16 i;
struct image_stack_element *ptr = image_stack;
Common::File f;
f.open(s, Common::File::kFileWriteMode);
if (!f.isOpen())
return err_BadFileOpen;
write_bytes(&f, strSig, 8);
write_string(&f, d);
write_uint8(&f, (uint8) SAVEGAME_VERSION);
write_uint8(&f, (uint8) game.state);
/* game.name */
write_string(&f, game.id);
/* game.crc */
for (i = 0; i < MAX_FLAGS; i++)
write_uint8(&f, game.flags[i]);
for (i = 0; i < MAX_VARS; i++)
write_uint8(&f, game.vars[i]);
write_sint16(&f, (int8) game.horizon);
write_sint16(&f, (int16) game.line_status);
write_sint16(&f, (int16) game.line_user_input);
write_sint16(&f, (int16) game.line_min_print);
/* game.cursor_pos */
/* game.input_buffer */
/* game.echo_buffer */
/* game.keypress */
write_sint16(&f, (int16) game.input_mode);
write_sint16(&f, (int16) game.lognum);
write_sint16(&f, (int16) game.player_control);
write_sint16(&f, (int16) game.quit_prog_now);
write_sint16(&f, (int16) game.status_line);
write_sint16(&f, (int16) game.clock_enabled);
write_sint16(&f, (int16) game.exit_all_logics);
write_sint16(&f, (int16) game.picture_shown);
write_sint16(&f, (int16) game.has_prompt);
write_sint16(&f, (int16) game.game_flags);
/* Reversed to keep compatibility with old savegames */
write_sint16(&f, (int16)!game.input_enabled);
for (i = 0; i < _HEIGHT; i++)
write_uint8(&f, game.pri_table[i]);
/* game.msg_box_ticks */
/* game.block */
/* game.window */
/* game.has_window */
write_sint16(&f, (int16)game.gfx_mode);
write_uint8(&f, game.cursor_char);
write_sint16(&f, (int16)game.color_fg);
write_sint16(&f, (int16)game.color_bg);
/* game.hires */
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/* game.sbuf */
/* game.ego_words */
/* game.num_ego_words */
write_sint16(&f, (int16)game.num_objects);
for (i = 0; i < (int16)game.num_objects; i++)
write_sint16(&f, (int16)object_get_location(i));
/* game.ev_keyp */
for (i = 0; i < MAX_STRINGS; i++)
write_string(&f, game.strings[i]);
/* record info about loaded resources */
for (i = 0; i < MAX_DIRS; i++) {
write_uint8(&f, game.dir_logic[i].flags);
write_sint16(&f, (int16)game.logics[i].sIP);
write_sint16(&f, (int16)game.logics[i].cIP);
}
for (i = 0; i < MAX_DIRS; i++)
write_uint8(&f, game.dir_pic[i].flags);
for (i = 0; i < MAX_DIRS; i++)
write_uint8(&f, game.dir_view[i].flags);
for (i = 0; i < MAX_DIRS; i++)
write_uint8(&f, game.dir_sound[i].flags);
/* game.pictures */
/* game.logics */
/* game.views */
/* game.sounds */
for (i = 0; i < MAX_VIEWTABLE; i++) {
struct vt_entry *v = &game.view_table[i];
write_uint8(&f, v->step_time);
write_uint8(&f, v->step_time_count);
write_uint8(&f, v->entry);
write_sint16(&f, v->x_pos);
write_sint16(&f, v->y_pos);
write_uint8(&f, v->current_view);
/* v->view_data */
write_uint8(&f, v->current_loop);
write_uint8(&f, v->num_loops);
/* v->loop_data */
write_uint8(&f, v->current_cel);
write_uint8(&f, v->num_cels);
/* v->cel_data */
/* v->cel_data_2 */
write_sint16(&f, v->x_pos2);
write_sint16(&f, v->y_pos2);
/* v->s */
write_sint16(&f, v->x_size);
write_sint16(&f, v->y_size);
write_uint8(&f, v->step_size);
write_uint8(&f, v->cycle_time);
write_uint8(&f, v->cycle_time_count);
write_uint8(&f, v->direction);
write_uint8(&f, v->motion);
write_uint8(&f, v->cycle);
write_uint8(&f, v->priority);
write_uint16(&f, v->flags);
write_uint8(&f, v->parm1);
write_uint8(&f, v->parm2);
write_uint8(&f, v->parm3);
write_uint8(&f, v->parm4);
}
/* Save image stack */
for (i = 0; i < image_stack_pointer; i++) {
ptr = &image_stack[i];
write_uint8(&f, ptr->type);
write_sint16(&f, ptr->parm1);
write_sint16(&f, ptr->parm2);
write_sint16(&f, ptr->parm3);
write_sint16(&f, ptr->parm4);
write_sint16(&f, ptr->parm5);
write_sint16(&f, ptr->parm6);
write_sint16(&f, ptr->parm7);
}
write_uint8(&f, 0);
f.close();
return err_OK;
}
int load_game(char *s) {
int i, ver, vt_entries = MAX_VIEWTABLE;
uint8 t;
int16 parm[7];
char sig[8];
char id[8];
char description[256];
Common::File f;
f.open(s);
if (!f.isOpen())
return err_BadFileOpen;
read_bytes(&f, sig, 8);
if (strncmp(sig, strSig, 8)) {
f.close();
return err_BadFileOpen;
}
read_string(&f, description);
ver = read_uint8(&f);
if (ver == 0)
vt_entries = 64;
game.state = read_uint8(&f);
/* game.name - not saved */
read_string(&f, id);
if (strcmp(id, game.id)) {
f.close();
return err_BadFileOpen;
}
/* game.crc - not saved */
for (i = 0; i < MAX_FLAGS; i++)
game.flags[i] = read_uint8(&f);
for (i = 0; i < MAX_VARS; i++)
game.vars[i] = read_uint8(&f);
game.horizon = read_sint16(&f);
game.line_status = read_sint16(&f);
game.line_user_input = read_sint16(&f);
game.line_min_print = read_sint16(&f);
/* These are never saved */
game.cursor_pos = 0;
game.input_buffer[0] = 0;
game.echo_buffer[0] = 0;
game.keypress = 0;
game.input_mode = read_sint16(&f);
game.lognum = read_sint16(&f);
game.player_control = read_sint16(&f);
game.quit_prog_now = read_sint16(&f);
game.status_line = read_sint16(&f);
game.clock_enabled = read_sint16(&f);
game.exit_all_logics = read_sint16(&f);
game.picture_shown = read_sint16(&f);
game.has_prompt = read_sint16(&f);
game.game_flags = read_sint16(&f);
game.input_enabled = !read_sint16(&f);
for (i = 0; i < _HEIGHT; i++)
game.pri_table[i] = read_uint8(&f);
if (game.has_window)
close_window();
game.msg_box_ticks = 0;
game.block.active = false;
/* game.window - fixed by close_window() */
/* game.has_window - fixed by close_window() */
game.gfx_mode = read_sint16(&f);
game.cursor_char = read_uint8(&f);
game.color_fg = read_sint16(&f);
game.color_bg = read_sint16(&f);
/* game.hires - rebuilt from image stack */
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/* game.sbuf - rebuilt from image stack */
/* game.ego_words - fixed by clean_input */
/* game.num_ego_words - fixed by clean_input */
game.num_objects = read_sint16(&f);
for (i = 0; i < (int16) game.num_objects; i++)
object_set_location(i, read_sint16(&f));
/* Those are not serialized */
for (i = 0; i < MAX_DIRS; i++) {
game.ev_keyp[i].occured = false;
}
for (i = 0; i < MAX_STRINGS; i++)
read_string(&f, game.strings[i]);
for (i = 0; i < MAX_DIRS; i++) {
if (read_uint8(&f) & RES_LOADED)
agi_load_resource(rLOGIC, i);
else
agi_unload_resource(rLOGIC, i);
game.logics[i].sIP = read_sint16(&f);
game.logics[i].cIP = read_sint16(&f);
}
for (i = 0; i < MAX_DIRS; i++) {
if (read_uint8(&f) & RES_LOADED)
agi_load_resource(rPICTURE, i);
else
agi_unload_resource(rPICTURE, i);
}
for (i = 0; i < MAX_DIRS; i++) {
if (read_uint8(&f) & RES_LOADED)
agi_load_resource(rVIEW, i);
else
agi_unload_resource(rVIEW, i);
}
for (i = 0; i < MAX_DIRS; i++) {
if (read_uint8(&f) & RES_LOADED)
agi_load_resource(rSOUND, i);
else
agi_unload_resource(rSOUND, i);
}
/* game.pictures - loaded above */
/* game.logics - loaded above */
/* game.views - loaded above */
/* game.sounds - loaded above */
for (i = 0; i < vt_entries; i++) {
struct vt_entry *v = &game.view_table[i];
v->step_time = read_uint8(&f);
v->step_time_count = read_uint8(&f);
v->entry = read_uint8(&f);
v->x_pos = read_sint16(&f);
v->y_pos = read_sint16(&f);
v->current_view = read_uint8(&f);
/* v->view_data - fixed below */
v->current_loop = read_uint8(&f);
v->num_loops = read_uint8(&f);
/* v->loop_data - fixed below */
v->current_cel = read_uint8(&f);
v->num_cels = read_uint8(&f);
/* v->cel_data - fixed below */
/* v->cel_data_2 - fixed below */
v->x_pos2 = read_sint16(&f);
v->y_pos2 = read_sint16(&f);
/* v->s - fixed below */
v->x_size = read_sint16(&f);
v->y_size = read_sint16(&f);
v->step_size = read_uint8(&f);
v->cycle_time = read_uint8(&f);
v->cycle_time_count = read_uint8(&f);
v->direction = read_uint8(&f);
v->motion = read_uint8(&f);
v->cycle = read_uint8(&f);
v->priority = read_uint8(&f);
v->flags = read_uint16(&f);
v->parm1 = read_uint8(&f);
v->parm2 = read_uint8(&f);
v->parm3 = read_uint8(&f);
v->parm4 = read_uint8(&f);
}
for (i = vt_entries; i < MAX_VIEWTABLE; i++) {
memset(&game.view_table[i], 0, sizeof(struct vt_entry));
}
/* Fix some pointers in viewtable */
for (i = 0; i < MAX_VIEWTABLE; i++) {
struct vt_entry *v = &game.view_table[i];
if (game.dir_view[v->current_view].offset == _EMPTY)
continue;
if (!(game.dir_view[v->current_view].flags & RES_LOADED))
agi_load_resource(rVIEW, v->current_view);
set_view(v, v->current_view); /* Fix v->view_data */
set_loop(v, v->current_loop); /* Fix v->loop_data */
set_cel(v, v->current_cel); /* Fix v->cel_data */
v->cel_data_2 = v->cel_data;
v->s = NULL; /* not sure if it is used... */
}
erase_both();
/* Clear input line */
clear_screen(0);
write_status();
/* Recreate background from saved image stack */
clear_image_stack();
while ((t = read_uint8(&f)) != 0) {
for (i = 0; i < 7; i++)
parm[i] = read_sint16(&f);
replay_image_stack_call(t, parm[0], parm[1], parm[2],
parm[3], parm[4], parm[5], parm[6]);
}
f.close();
setflag(F_restore_just_ran, true);
game.has_prompt = 0; /* force input line repaint if necessary */
clean_input();
erase_both();
blit_both();
commit_both();
show_pic();
do_update();
return err_OK;
}
#define NUM_SLOTS 12
static int select_slot() {
int i, key, active = 0;
int rc = -1;
int hm = 2, vm = 3; /* box margins */
char desc[NUM_SLOTS][40];
for (i = 0; i < NUM_SLOTS; i++) {
char name[MAX_PATH];
Common::File f;
char sig[8];
sprintf(name, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, i);
f.open(name);
if (!f.isOpen()) {
strcpy(desc[i], " (empty slot)");
} else {
read_bytes(&f, sig, 8);
if (strncmp(sig, strSig, 8)) {
strcpy(desc[i], "(corrupt file)");
} else {
read_string(&f, desc[i]);
}
f.close();
}
}
while (42) {
char dstr[64];
for (i = 0; i < NUM_SLOTS; i++) {
sprintf(dstr, "[%-32.32s]", desc[i]);
print_text(dstr, 0, hm + 1, vm + 4 + i,
(40 - 2 * hm) - 1, i == active ? MSG_BOX_COLOUR : MSG_BOX_TEXT,
i == active ? MSG_BOX_TEXT : MSG_BOX_COLOUR);
}
poll_timer(); /* msdos driver -> does nothing */
key = do_poll_keyboard();
if (!console_keyhandler(key)) {
switch (key) {
case KEY_ENTER:
rc = active;
strncpy(game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN);
goto press;
case KEY_ESCAPE:
rc = -1;
goto getout;
case BUTTON_LEFT:
break;
case KEY_DOWN:
active++;
active %= NUM_SLOTS;
break;
case KEY_UP:
active--;
if (active < 0)
active = NUM_SLOTS - 1;
break;
}
}
console_cycle();
}
press:
debugC(8, kDebugLevelMain | kDebugLevelInput, "Button pressed: %d", rc);
getout:
close_window();
return rc;
}
int savegame_simple() {
char path[MAX_PATH];
sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, 0);
save_game(path, "Default savegame");
return err_OK;
}
int savegame_dialog() {
char path[MAX_PATH];
char *desc;
const char *buttons[] = { "Do as I say!", "I regret", NULL };
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char dstr[200];
int rc, slot = 0;
int hm, vm, hp, vp; /* box margins */
int w;
hm = 2;
vm = 3;
hp = hm * CHAR_COLS;
vp = vm * CHAR_LINES;
w = (40 - 2 * hm) - 1;
sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, slot);
draw_window(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
print_text("Select a slot in which you wish to save the game:",
0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
print_text("Press ENTER to select, ESC cancels",
0, hm + 1, vm + 17, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
slot = select_slot();
if (slot < 0) /* ESC pressed */
return err_OK;
/* Get savegame description */
draw_window(hp, vp + 5 * CHAR_LINES, GFX_WIDTH - hp,
GFX_HEIGHT - vp - 9 * CHAR_LINES);
print_text("Enter a description for this game:",
0, hm + 1, vm + 6, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
draw_rectangle(3 * CHAR_COLS, 11 * CHAR_LINES - 1,
37 * CHAR_COLS, 12 * CHAR_LINES, MSG_BOX_TEXT);
flush_block(3 * CHAR_COLS, 11 * CHAR_LINES - 1,
37 * CHAR_COLS, 12 * CHAR_LINES);
get_string(2, 11, 33, MAX_STRINGS);
print_character(3, 11, game.cursor_char, MSG_BOX_COLOUR, MSG_BOX_TEXT);
do {
main_cycle();
} while (game.input_mode == INPUT_GETSTRING);
close_window();
desc = game.strings[MAX_STRINGS];
sprintf(dstr, "Are you sure you want to save the game "
"described as:\n\n%s\n\nin slot %d?\n\n\n", desc, slot);
rc = selection_box(dstr, buttons);
if (rc != 0) {
message_box("Game NOT saved.");
return err_OK;
}
sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, slot);
debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", path);
save_game(path, desc);
message_box("Game saved.");
return err_OK;
}
int loadgame_simple() {
char path[MAX_PATH];
int rc = 0;
sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, 0);
erase_both();
stop_sound();
close_window();
if ((rc = load_game(path)) == err_OK) {
message_box("Game restored.");
game.exit_all_logics = 1;
menu_enable_all();
} else {
message_box("Error restoring game.");
}
return rc;
}
int loadgame_dialog() {
char path[MAX_PATH];
int rc, slot = 0;
int hm, vm, hp, vp; /* box margins */
int w;
hm = 2;
vm = 3;
hp = hm * CHAR_COLS;
vp = vm * CHAR_LINES;
w = (40 - 2 * hm) - 1;
sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, slot);
erase_both();
stop_sound();
draw_window(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp);
print_text("Select a game which you wish to\nrestore:",
0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
print_text("Press ENTER to select, ESC cancels",
0, hm + 1, vm + 17, w, MSG_BOX_TEXT, MSG_BOX_COLOUR);
slot = select_slot();
if (slot < 0) {
message_box("Game NOT restored.");
return err_OK;
}
sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, slot);
if ((rc = load_game(path)) == err_OK) {
message_box("Game restored.");
game.exit_all_logics = 1;
menu_enable_all();
} else {
message_box("Error restoring game.");
}
return rc;
}
} // End of namespace Agi