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https://github.com/libretro/scummvm.git
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321 lines
8.8 KiB
C++
321 lines
8.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on original Mortville Manor DOS source code
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* Copyright (c) 1988-1989 Lankhor
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*/
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#include "common/file.h"
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#include "common/system.h"
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#include "mortevielle/dialogs.h"
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#include "mortevielle/mor.h"
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#include "mortevielle/mor2.h"
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#include "mortevielle/mortevielle.h"
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#include "mortevielle/mouse.h"
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#include "mortevielle/ovd1.h"
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#include "mortevielle/prog.h"
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#include "mortevielle/saveload.h"
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#include "mortevielle/var_mor.h"
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namespace Mortevielle {
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static const char SAVEGAME_ID[4] = { 'M', 'O', 'R', 'T' };
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Common::String SavegameManager::generateSaveName(int slotNumber) {
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return Common::String::format("sav%d.mor", slotNumber);
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}
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/**
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* Handle saving or loading savegame data
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*/
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void SavegameManager::sync_save(Common::Serializer &sz) {
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sz.syncAsSint16LE(g_s1._faithScore);
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sz.syncBytes((byte *)&g_s1._pourc[0], 11);
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sz.syncBytes((byte *)&g_s1._teauto[0], 43);
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sz.syncBytes((byte *)&g_s1._sjer[0], 31);
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sz.syncAsSint16LE(g_s1._currPlace);
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sz.syncAsSint16LE(g_s1._atticBallHoleObjectId);
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sz.syncAsSint16LE(g_s1._atticRodHoleObjectId);
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sz.syncAsSint16LE(g_s1._cellarObjectId);
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sz.syncAsSint16LE(g_s1._secretPassageObjectId);
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sz.syncAsSint16LE(g_s1._wellObjectId);
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sz.syncAsSint16LE(g_s1._selectedObjectId);
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sz.syncAsSint16LE(g_s1._purpleRoomObjectId);
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sz.syncAsSint16LE(g_s1._cryptObjectId);
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sz.syncAsByte(g_s1._ipre);
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sz.syncAsByte(g_s1._heure);
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sz.syncBytes(g_bufcha, 391);
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}
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/**
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* Inner code for loading a saved game
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*/
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void SavegameManager::takesav(int n) {
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int i;
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Common::String st;
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// -- Load the file
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Common::String filename = generateSaveName(n);
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// Try loading first from the save area
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Common::SeekableReadStream *stream = g_system->getSavefileManager()->openForLoading(filename);
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// If not present, try loading from the program folder
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Common::File f;
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if (stream == NULL) {
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if (!f.open(filename))
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error("Unable to open save file '%s'", filename.c_str());
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stream = f.readStream(f.size());
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f.close();
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}
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// Check whether it's a ScummVM saved game
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char buffer[4];
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stream->read(buffer, 4);
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if (!strncmp(&buffer[0], &SAVEGAME_ID[0], 4)) {
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// Yes, it is, so skip over the savegame header
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SavegameHeader header;
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readSavegameHeader(stream, header);
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delete header.thumbnail;
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} else {
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stream->seek(0);
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}
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// Read the game contents
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Common::Serializer sz(stream, NULL);
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sync_save(sz);
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g_s = g_s1;
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for (i = 0; i <= 389; ++i)
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g_tabdon[i + acha] = g_bufcha[i];
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// Close the stream
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delete stream;
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}
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/**
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* Load a saved game
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*/
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Common::Error SavegameManager::loadGame(int n) {
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hideMouse();
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maivid();
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takesav(n);
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/* Initialization */
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theure();
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dprog();
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g_vm->gameLoaded();
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showMouse();
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return Common::kNoError;
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}
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/**
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* Save the game
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*/
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Common::Error SavegameManager::saveGame(int n, const Common::String &saveName) {
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Common::OutSaveFile *f;
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int i;
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hideMouse();
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tmaj3();
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for (i = 0; i <= 389; ++i)
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g_bufcha[i] = g_tabdon[i + acha];
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g_s1 = g_s;
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if (g_s1._currPlace == 26)
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g_s1._currPlace = 15;
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Common::String filename = generateSaveName(n);
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f = g_system->getSavefileManager()->openForSaving(filename);
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// Write out the savegame header
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f->write(&SAVEGAME_ID[0], 4);
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// Write out the header
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SavegameHeader header;
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writeSavegameHeader(f, saveName);
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// Write out the savegame contents
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Common::Serializer sz(NULL, f);
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sync_save(sz);
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// Close the save file
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f->finalize();
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delete f;
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// Skipped: dialog asking to swap floppy
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showMouse();
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return Common::kNoError;
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}
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void SavegameManager::writeSavegameHeader(Common::OutSaveFile *out, const Common::String &saveName) {
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// Write out a savegame header
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out->writeByte(SAVEGAME_VERSION);
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// Write savegame name
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out->writeString(saveName);
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out->writeByte(0);
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// Get the active palette
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uint8 thumbPalette[256 * 3];
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g_system->getPaletteManager()->grabPalette(thumbPalette, 0, 256);
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// Create a thumbnail and save it
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Graphics::Surface *thumb = new Graphics::Surface();
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Graphics::Surface s = g_vm->_screenSurface.lockArea(Common::Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT));
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::createThumbnail(thumb, (const byte *)s.pixels, SCREEN_WIDTH, SCREEN_HEIGHT, thumbPalette);
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Graphics::saveThumbnail(*out, *thumb);
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thumb->free();
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delete thumb;
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// Write out the save date/time
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TimeDate td;
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g_system->getTimeAndDate(td);
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out->writeSint16LE(td.tm_year + 1900);
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out->writeSint16LE(td.tm_mon + 1);
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out->writeSint16LE(td.tm_mday);
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out->writeSint16LE(td.tm_hour);
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out->writeSint16LE(td.tm_min);
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}
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bool SavegameManager::readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header) {
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header.thumbnail = NULL;
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// Get the savegame version
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header.version = in->readByte();
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// Read in the save name
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header.saveName.clear();
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char ch;
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while ((ch = (char)in->readByte()) != '\0')
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header.saveName += ch;
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// Get the thumbnail
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header.thumbnail = Graphics::loadThumbnail(*in);
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if (!header.thumbnail)
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return false;
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// Read in save date/time
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header.saveYear = in->readSint16LE();
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header.saveMonth = in->readSint16LE();
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header.saveDay = in->readSint16LE();
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header.saveHour = in->readSint16LE();
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header.saveMinutes = in->readSint16LE();
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return true;
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}
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SaveStateList SavegameManager::listSaves(const char *target) {
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Common::String pattern = "sav*.mor";
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Common::StringArray files = g_system->getSavefileManager()->listSavefiles(pattern);
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sort(files.begin(), files.end()); // Sort (hopefully ensuring we are sorted numerically..)
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SaveStateList saveList;
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for (Common::StringArray::const_iterator file = files.begin(); file != files.end(); ++file) {
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// Obtain the last 3 digits of the filename, since they correspond to the save slot
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const Common::String &fname = *file;
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int slotNumber = atoi(fname.c_str() + 3);
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Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fname);
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if (in) {
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// There can be two types of savegames: original interpreter savegames, and ScummVM savegames.
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// Original interpreter savegames are 497 bytes, and still need to be supported because the
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// initial game state is stored as a savegame
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bool validFlag = false;
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Common::String saveDescription;
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char buffer[4];
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in->read(buffer, 4);
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if (!strncmp(&buffer[0], &SAVEGAME_ID[0], 4)) {
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// ScummVm savegame. Read in the header to get the savegame name
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SavegameHeader header;
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validFlag = readSavegameHeader(in, header);
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if (validFlag) {
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delete header.thumbnail;
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saveDescription = header.saveName;
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}
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} else if (file->size() == 497) {
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// Form an appropriate savegame name
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saveDescription = (slotNumber == 0) ? "Initial game state" :
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Common::String::format("Savegame #%d", slotNumber);
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validFlag = true;
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}
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if (validFlag)
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// Got a valid savegame
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saveList.push_back(SaveStateDescriptor(slotNumber, saveDescription));
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delete in;
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}
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}
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return saveList;
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}
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SaveStateDescriptor SavegameManager::querySaveMetaInfos(int slot) {
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Common::String fileName = Mortevielle::SavegameManager::generateSaveName(slot);
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Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(fileName);
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if (f) {
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// Check to see if it's a ScummVM savegame or not
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char buffer[4];
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f->read(buffer, 4);
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bool hasHeader = !strncmp(&buffer[0], &SAVEGAME_ID[0], 4);
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if (!hasHeader) {
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// Original savegame perhaps?
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delete f;
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SaveStateDescriptor desc(slot, Common::String::format("Savegame #%d", slot));
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desc.setDeletableFlag(slot != 0);
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desc.setWriteProtectedFlag(slot == 0);
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return desc;
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} else {
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// Get the savegame header information
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SavegameHeader header;
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readSavegameHeader(f, header);
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delete f;
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// Create the return descriptor
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SaveStateDescriptor desc(slot, header.saveName);
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desc.setDeletableFlag(true);
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desc.setWriteProtectedFlag(false);
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desc.setThumbnail(header.thumbnail);
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desc.setSaveDate(header.saveYear, header.saveMonth, header.saveDay);
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desc.setSaveTime(header.saveHour, header.saveMinutes);
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return desc;
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}
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}
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return SaveStateDescriptor();
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}
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} // End of namespace Mortevielle
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