scummvm/engines/hopkins/saveload.cpp

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/* 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.
*
*/
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#include "hopkins/saveload.h"
#include "hopkins/files.h"
#include "hopkins/globals.h"
#include "hopkins/hopkins.h"
#include "common/system.h"
#include "common/savefile.h"
#include "graphics/surface.h"
#include "graphics/scaler.h"
#include "graphics/thumbnail.h"
namespace Hopkins {
const char *SAVEGAME_STR = "HOPKINS";
#define SAVEGAME_STR_SIZE 13
SaveLoadManager::SaveLoadManager(HopkinsEngine *vm) {
_vm = vm;
}
bool SaveLoadManager::save(const Common::String &file, const void *buf, size_t n) {
Common::OutSaveFile *savefile = g_system->getSavefileManager()->openForSaving(file);
if (savefile) {
size_t bytesWritten = savefile->write(buf, n);
savefile->finalize();
delete savefile;
return bytesWritten == n;
} else
return false;
}
bool SaveLoadManager::saveExists(const Common::String &file) {
Common::InSaveFile *savefile = g_system->getSavefileManager()->openForLoading(file);
bool result = savefile != NULL;
delete savefile;
return result;
}
// Save File
bool SaveLoadManager::saveFile(const Common::String &file, const void *buf, size_t n) {
return save(file, buf, n);
}
void SaveLoadManager::load(const Common::String &file, byte *buf) {
Common::InSaveFile *savefile = g_system->getSavefileManager()->openForLoading(file);
if (savefile == NULL)
error("Error opening file - %s", file.c_str());
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int32 filesize = savefile->size();
savefile->read(buf, filesize);
delete savefile;
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}
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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WARN_UNUSED_RESULT bool SaveLoadManager::readSavegameHeader(Common::InSaveFile *in, hopkinsSavegameHeader &header, bool skipThumbnail) {
char saveIdentBuffer[SAVEGAME_STR_SIZE + 1];
// Validate the header Id
in->read(saveIdentBuffer, SAVEGAME_STR_SIZE + 1);
if (strncmp(saveIdentBuffer, SAVEGAME_STR, SAVEGAME_STR_SIZE))
return false;
header._version = in->readByte();
if (header._version > HOPKINS_SAVEGAME_VERSION)
return false;
// Read in the string
header._saveName.clear();
char ch;
while ((ch = (char)in->readByte()) != '\0') header._saveName += ch;
// Get the thumbnail
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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if (!Graphics::loadThumbnail(*in, header._thumbnail, skipThumbnail)) {
return false;
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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}
// Read in save date/time
header._year = in->readSint16LE();
header._month = in->readSint16LE();
header._day = in->readSint16LE();
header._hour = in->readSint16LE();
header._minute = in->readSint16LE();
header._totalFrames = in->readUint32LE();
return true;
}
void SaveLoadManager::writeSavegameHeader(Common::OutSaveFile *out, hopkinsSavegameHeader &header) {
// Write out a savegame header
out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1);
out->writeByte(HOPKINS_SAVEGAME_VERSION);
// Write savegame name
out->write(header._saveName.c_str(), header._saveName.size() + 1);
// Create a thumbnail and save it
Graphics::Surface *thumb = new Graphics::Surface();
createThumbnail(thumb);
Graphics::saveThumbnail(*out, *thumb);
thumb->free();
delete thumb;
// Write out the save date/time
TimeDate td;
g_system->getTimeAndDate(td);
out->writeSint16LE(td.tm_year + 1900);
out->writeSint16LE(td.tm_mon + 1);
out->writeSint16LE(td.tm_mday);
out->writeSint16LE(td.tm_hour);
out->writeSint16LE(td.tm_min);
out->writeUint32LE(_vm->_events->_gameCounter);
}
Common::Error SaveLoadManager::saveGame(int slot, const Common::String &saveName) {
/* Pack any necessary data into the savegame data structure */
// Set the selected slot number
_vm->_globals->_saveData->_data[svLastSavegameSlot] = slot;
// Set up the inventory
for (int i = 0; i < 35; ++i)
_vm->_globals->_saveData->_inventory[i] = _vm->_globals->_inventory[i];
_vm->_globals->_saveData->_mapCarPosX = _vm->_objectsMan->_mapCarPosX;
_vm->_globals->_saveData->_mapCarPosY = _vm->_objectsMan->_mapCarPosY;
/* Create the savegame */
Common::OutSaveFile *savefile = g_system->getSavefileManager()->openForSaving(
_vm->getSaveStateName(slot));
if (!savefile)
return Common::kCreatingFileFailed;
// Set up the serializer
Common::Serializer serializer(NULL, savefile);
// Write out the savegame header
hopkinsSavegameHeader header;
header._saveName = saveName;
header._version = HOPKINS_SAVEGAME_VERSION;
writeSavegameHeader(savefile, header);
// Write out the savegame data
syncSavegameData(serializer, header._version);
// Save file complete
savefile->finalize();
delete savefile;
return Common::kNoError;
}
Common::Error SaveLoadManager::loadGame(int slot) {
// Try and open the save file for reading
Common::InSaveFile *savefile = g_system->getSavefileManager()->openForLoading(
_vm->getSaveStateName(slot));
if (!savefile)
return Common::kReadingFailed;
// Set up the serializer
Common::Serializer serializer(savefile, NULL);
// Read in the savegame header
hopkinsSavegameHeader header;
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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if (!readSavegameHeader(savefile, header)) {
delete savefile;
return Common::kReadingFailed;
}
// Read in the savegame data
syncSavegameData(serializer, header._version);
// Loading save file complete
delete savefile;
// Unpack the inventory
for (int i = 0; i < 35; ++i)
_vm->_globals->_inventory[i] = _vm->_globals->_saveData->_inventory[i];
// Set variables from loaded data as necessary
_vm->_globals->_saveData->_data[svLastSavegameSlot] = slot;
_vm->_globals->_exitId = _vm->_globals->_saveData->_data[svLastScreenId];
_vm->_globals->_saveData->_data[svLastPrevScreenId] = 0;
_vm->_globals->_screenId = 0;
_vm->_objectsMan->_mapCarPosX = _vm->_globals->_saveData->_mapCarPosX;
_vm->_objectsMan->_mapCarPosY = _vm->_globals->_saveData->_mapCarPosY;
return Common::kNoError;
}
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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WARN_UNUSED_RESULT bool SaveLoadManager::readSavegameHeader(int slot, hopkinsSavegameHeader &header, bool skipThumbnail) {
// Try and open the save file for reading
Common::InSaveFile *savefile = g_system->getSavefileManager()->openForLoading(
_vm->getSaveStateName(slot));
if (!savefile)
return false;
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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bool result = readSavegameHeader(savefile, header, skipThumbnail);
delete savefile;
return result;
}
#define REDUCE_AMOUNT 80
void SaveLoadManager::createThumbnail(Graphics::Surface *s) {
int w = _vm->_graphicsMan->zoomOut(SCREEN_WIDTH, REDUCE_AMOUNT);
int h = _vm->_graphicsMan->zoomOut(SCREEN_HEIGHT - 40, REDUCE_AMOUNT);
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Graphics::Surface thumb8;
thumb8.create(w, h, Graphics::PixelFormat::createFormatCLUT8());
_vm->_graphicsMan->reduceScreenPart(_vm->_graphicsMan->_frontBuffer, (byte *)thumb8.getPixels(),
_vm->_events->_startPos.x, 20, SCREEN_WIDTH, SCREEN_HEIGHT - 40, 80);
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// Convert the 8-bit pixel to 16 bit surface
s->create(w, h, Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0));
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const byte *srcP = (const byte *)thumb8.getPixels();
uint16 *destP = (uint16 *)s->getPixels();
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for (int yp = 0; yp < h; ++yp) {
// Copy over the line, using the source pixels as lookups into the pixels palette
const byte *lineSrcP = srcP;
uint16 *lineDestP = destP;
for (int xp = 0; xp < w; ++xp)
*lineDestP++ = *(uint16 *)&_vm->_graphicsMan->_palettePixels[*lineSrcP++ * 2];
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// Move to the start of the next line
srcP += w;
destP += w;
}
thumb8.free();
}
void SaveLoadManager::syncSavegameData(Common::Serializer &s, int version) {
// The brief version 3 had the highscores embedded. They're in a separate file now, so skip
if (version == 3 && s.isLoading())
s.skip(100);
s.syncBytes(&_vm->_globals->_saveData->_data[0], 2050);
syncCharacterLocation(s, _vm->_globals->_saveData->_cloneHopkins);
syncCharacterLocation(s, _vm->_globals->_saveData->_realHopkins);
syncCharacterLocation(s, _vm->_globals->_saveData->_samantha);
for (int i = 0; i < 35; ++i)
s.syncAsSint16LE(_vm->_globals->_saveData->_inventory[i]);
if (version > 1) {
s.syncAsSint16LE(_vm->_globals->_saveData->_mapCarPosX);
s.syncAsSint16LE(_vm->_globals->_saveData->_mapCarPosY);
} else {
_vm->_globals->_saveData->_mapCarPosX = _vm->_globals->_saveData->_mapCarPosY = 0;
}
}
void SaveLoadManager::syncCharacterLocation(Common::Serializer &s, CharacterLocation &item) {
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s.syncAsSint16LE(item._pos.x);
s.syncAsSint16LE(item._pos.y);
s.syncAsSint16LE(item._startSpriteIndex);
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s.syncAsSint16LE(item._location);
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s.syncAsSint16LE(item._zoomFactor);
}
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void SaveLoadManager::convertThumb16To8(Graphics::Surface *thumb16, Graphics::Surface *thumb8) {
thumb8->create(thumb16->w, thumb16->h, Graphics::PixelFormat::createFormatCLUT8());
Graphics::PixelFormat pixelFormat16(2, 5, 6, 5, 0, 11, 5, 0, 0);
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byte paletteR[PALETTE_SIZE];
byte paletteG[PALETTE_SIZE];
byte paletteB[PALETTE_SIZE];
for (int palIndex = 0; palIndex < PALETTE_SIZE; ++palIndex) {
uint16 p = READ_UINT16(&_vm->_graphicsMan->_palettePixels[palIndex * 2]);
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pixelFormat16.colorToRGB(p, paletteR[palIndex], paletteG[palIndex], paletteB[palIndex]);
}
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const uint16 *srcP = (const uint16 *)thumb16->getPixels();
byte *destP = (byte *)thumb8->getPixels();
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for (int yp = 0; yp < thumb16->h; ++yp) {
const uint16 *lineSrcP = srcP;
byte *lineDestP = destP;
for (int xp = 0; xp < thumb16->w; ++xp) {
byte r, g, b;
pixelFormat16.colorToRGB(*lineSrcP++, r, g, b);
// Do like in the original and show thumbnail as a grayscale picture
int lum = (r * 21 + g * 72 + b * 7) / 100;
r = g = b = lum;
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// Scan the palette for the closest match
int difference = 99999, foundIndex = 0;
for (int palIndex = 0; palIndex < PALETTE_SIZE; ++palIndex) {
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byte rCurrent = paletteR[palIndex];
byte gCurrent = paletteG[palIndex];
byte bCurrent = paletteB[palIndex];
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int diff = ABS((int)r - (int)rCurrent) + ABS((int)g - (int)gCurrent) + ABS((int)b - (int)bCurrent);
if (diff < difference) {
difference = diff;
foundIndex = palIndex;
}
}
*lineDestP++ = foundIndex;
}
// Move to the start of the next line
srcP += thumb16->w;
destP += thumb16->w;
}
}
} // End of namespace Hopkins