/* 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 3 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, see . * */ #include "common/savefile.h" #include "graphics/thumbnail.h" #include "dragons/dragons.h" #include "dragons/dragonflg.h" #include "dragons/dragonini.h" #include "dragons/dragonvar.h" #include "dragons/scene.h" #include "dragons/cursor.h" namespace Dragons { #define ILLUSIONS_SAVEGAME_VERSION 0 kReadSaveHeaderError DragonsEngine::readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail) { header.version = in->readUint32LE(); if (header.version > ILLUSIONS_SAVEGAME_VERSION) return kRSHEInvalidVersion; byte descriptionLen = in->readByte(); header.description = ""; while (descriptionLen--) { header.description += (char)in->readByte(); } if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) { return kRSHEIoError; } // Not used yet, reserved for future usage // header.gameID = in->readByte(); header.flags = in->readUint32LE(); header.saveDate = in->readUint32LE(); header.saveTime = in->readUint32LE(); header.playTime = in->readUint32LE(); return ((in->eos() || in->err()) ? kRSHEIoError : kRSHENoError); } bool DragonsEngine::savegame(const char *filename, const char *description) { Common::OutSaveFile *out; if (!(out = g_system->getSavefileManager()->openForSaving(filename))) { warning("Can't create file '%s', game not saved", filename); return false; } TimeDate curTime; g_system->getTimeAndDate(curTime); // Header start out->writeUint32LE(ILLUSIONS_SAVEGAME_VERSION); byte descriptionLen = strlen(description); out->writeByte(descriptionLen); out->write(description, descriptionLen); // TODO Probably pre-generate the thumbnail before the internal menu system is // called to have a thumbnail without the menu system itself on it. // Use the automatic thumbnail generation only when the ScummVM save dialog is used. Graphics::saveThumbnail(*out); // Not used yet, reserved for future usage //out->writeByte(0); out->writeUint32LE(0); uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF); uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF); uint32 playTime = g_engine->getTotalPlayTime() / 1000; out->writeUint32LE(saveDate); out->writeUint32LE(saveTime); out->writeUint32LE(playTime); // Header end //TODO save gamestate here. _gameState->write(out); out->writeByte((int8)getCurrentSceneId()); _dragonFLG->saveState(out); out->finalize(); delete out; return true; } bool DragonsEngine::loadgame(const char *filename) { Common::InSaveFile *in; if (!(in = g_system->getSavefileManager()->openForLoading(filename))) { warning("Can't open file '%s', game not loaded", filename); return false; } SaveHeader header; kReadSaveHeaderError errorCode = readSaveHeader(in, header); if (errorCode != kRSHENoError) { warning("Error loading savegame '%s'", filename); delete in; return false; } g_engine->setTotalPlayTime(header.playTime * 1000); reset(); // TODO load game state here. _gameState->read(in); uint16 newSceneId = (uint16)in->readByte(); _dragonFLG->loadState(in); //_dragonFLG->set(165, true); //TODO check why this is needed to load save games properly. _dragonFLG->set(125, false); //TODO check why this is needed to load save games properly. _dragonVAR->reset(); _dragonINIResource->reset(); init(); loadScene(newSceneId); setFlags(ENGINE_FLAG_8); //Re-enable cursor TODO should we need to do this? delete in; return true; } Common::Error DragonsEngine::loadGameState(int slot) { if (!loadgame(getSavegameFilename(slot).c_str())) return Common::kReadingFailed; return Common::kNoError; } Common::Error DragonsEngine::saveGameState(int slot, const Common::String &description, bool isAutoSave) { if (!savegame(getSavegameFilename(slot).c_str(), description.c_str())) return Common::kWritingFailed; return Common::kNoError; } Common::String DragonsEngine::getSavegameFilename(int num) { return getSavegameFilename(_targetName, num); } Common::String DragonsEngine::getSavegameFilename(const Common::String &target, int num) { assert(num >= 0 && num <= 999); return Common::String::format("%s.%03d", target.c_str(), num); } } // End of namespace Illusions