scummvm/engines/drascula/saveload.cpp
2011-11-02 23:18:10 +00:00

278 lines
7.4 KiB
C++

/* 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/textconsole.h"
#include "drascula/drascula.h"
namespace Drascula {
/**
* Loads the save names from the EPA index file.
*
* TODO: We should move the save names in their respective save files and get
* rid of this completely. A good example is the sword1 engine, which also used
* to have an index file for its saves, that has been removed.
* sword1 contains code that converts the old index-based saves into the new
* format without the index file, so we could apply this idea to drascula as
* well.
*/
void DrasculaEngine::loadSaveNames() {
Common::InSaveFile *sav;
Common::String fileEpa = Common::String::format("%s.epa", _targetName.c_str());
// Create and initialize the index file, if it doesn't exist
if (!(sav = _saveFileMan->openForLoading(fileEpa))) {
Common::OutSaveFile *epa;
if (!(epa = _saveFileMan->openForSaving(fileEpa)))
error("Can't open %s file", fileEpa.c_str());
for (int n = 0; n < NUM_SAVES; n++)
epa->writeString("*\n");
epa->finalize();
delete epa;
if (!(sav = _saveFileMan->openForLoading(fileEpa))) {
error("Can't open %s file", fileEpa.c_str());
}
}
// Load the index file
for (int n = 0; n < NUM_SAVES; n++) {
strncpy(_saveNames[n], sav->readLine().c_str(), 23);
_saveNames[n][22] = '\0'; // make sure the savegame name is 0-terminated
}
delete sav;
}
/**
* Saves the save names into the EPA index file.
*
* TODO: We should move the save names in their respective save files and get
* rid of this completely. A good example is the sword1 engine, which also used
* to have an index file for its saves, that has been removed.
* sword1 contains code that converts the old index-based saves into the new
* format without the index file, so we could apply this idea to drascula as
* well.
*/
void DrasculaEngine::saveSaveNames() {
Common::OutSaveFile *tsav;
Common::String fileEpa = Common::String::format("%s.epa", _targetName.c_str());
if (!(tsav = _saveFileMan->openForSaving(fileEpa))) {
error("Can't open %s file", fileEpa.c_str());
}
for (int n = 0; n < NUM_SAVES; n++) {
tsav->writeString(_saveNames[n]);
tsav->writeString("\n");
}
tsav->finalize();
delete tsav;
}
bool DrasculaEngine::saveLoadScreen() {
Common::String file;
int n, n2, num_sav = 0, y = 27;
clearRoom();
loadSaveNames();
loadPic("savescr.alg", bgSurface, HALF_PAL);
color_abc(kColorLightGreen);
select[0] = 0;
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
setCursor(kCursorCrosshair);
while (!shouldQuit()) {
y = 27;
copyBackground();
for (n = 0; n < NUM_SAVES; n++) {
print_abc(_saveNames[n], 116, y);
y = y + 9;
}
print_abc(select, 117, 15);
updateScreen();
y = 27;
updateEvents();
if (leftMouseButton == 1) {
delay(50);
for (n = 0; n < NUM_SAVES; n++) {
if (mouseX > 115 && mouseY > y + (9 * n) && mouseX < 115 + 175 && mouseY < y + 10 + (9 * n)) {
strcpy(select, _saveNames[n]);
if (strcmp(select, "*") != 0)
selectionMade = 1;
else {
enterName();
strcpy(_saveNames[n], select);
if (selectionMade == 1) {
file = Common::String::format("%s%02d", _targetName.c_str(), n + 1);
saveGame(file.c_str());
saveSaveNames();
}
}
print_abc(select, 117, 15);
y = 27;
for (n2 = 0; n2 < NUM_SAVES; n2++) {
print_abc(_saveNames[n2], 116, y);
y = y + 9;
}
if (selectionMade == 1) {
file = Common::String::format("%s%02d", _targetName.c_str(), n + 1);
}
num_sav = n;
}
}
if (mouseX > 117 && mouseY > 15 && mouseX < 295 && mouseY < 24 && selectionMade == 1) {
enterName();
strcpy(_saveNames[num_sav], select);
print_abc(select, 117, 15);
y = 27;
for (n2 = 0; n2 < NUM_SAVES; n2++) {
print_abc(_saveNames[n2], 116, y);
y = y + 9;
}
if (selectionMade == 1) {
file = Common::String::format("%s%02d", _targetName.c_str(), n + 1);
saveGame(file.c_str());
saveSaveNames();
}
}
if (mouseX > 125 && mouseY > 123 && mouseX < 199 && mouseY < 149 && selectionMade == 1) {
if (!loadGame(file.c_str())) {
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
return false;
}
break;
} else if (mouseX > 208 && mouseY > 123 && mouseX < 282 && mouseY < 149 && selectionMade == 1) {
saveGame(file.c_str());
saveSaveNames();
} else if (mouseX > 168 && mouseY > 154 && mouseX < 242 && mouseY < 180)
break;
else if (selectionMade == 0) {
print_abc("Please select a slot", 117, 15);
}
updateScreen();
delay(200);
}
y = 26;
delay(5);
}
selectVerb(kVerbNone);
clearRoom();
loadPic(roomNumber, bgSurface, HALF_PAL);
selectionMade = 0;
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
return true;
}
bool DrasculaEngine::loadGame(const char *gameName) {
int l, savedChapter, roomNum = 0;
Common::InSaveFile *sav;
previousMusic = roomMusic;
_menuScreen = false;
if (currentChapter != 1)
clearRoom();
if (!(sav = _saveFileMan->openForLoading(gameName))) {
error("missing savegame file");
}
savedChapter = sav->readSint32LE();
if (savedChapter != currentChapter) {
strcpy(saveName, gameName);
currentChapter = savedChapter - 1;
loadedDifferentChapter = 1;
return false;
}
sav->read(currentData, 20);
curX = sav->readSint32LE();
curY = sav->readSint32LE();
trackProtagonist = sav->readSint32LE();
for (l = 1; l < ARRAYSIZE(inventoryObjects); l++) {
inventoryObjects[l] = sav->readSint32LE();
}
for (l = 0; l < NUM_FLAGS; l++) {
flags[l] = sav->readSint32LE();
}
takeObject = sav->readSint32LE();
pickedObject = sav->readSint32LE();
loadedDifferentChapter = 0;
if (!sscanf(currentData, "%d.ald", &roomNum)) {
error("Bad save format");
}
enterRoom(roomNum);
selectVerb(kVerbNone);
return true;
}
void DrasculaEngine::saveGame(const char *gameName) {
Common::OutSaveFile *out;
int l;
if (!(out = _saveFileMan->openForSaving(gameName))) {
error("Unable to open the file");
}
out->writeSint32LE(currentChapter);
out->write(currentData, 20);
out->writeSint32LE(curX);
out->writeSint32LE(curY);
out->writeSint32LE(trackProtagonist);
for (l = 1; l < ARRAYSIZE(inventoryObjects); l++) {
out->writeSint32LE(inventoryObjects[l]);
}
for (l = 0; l < NUM_FLAGS; l++) {
out->writeSint32LE(flags[l]);
}
out->writeSint32LE(takeObject);
out->writeSint32LE(pickedObject);
out->finalize();
if (out->err())
warning("Can't write file '%s'. (Disk full?)", gameName);
delete out;
}
} // End of namespace Drascula