scummvm/saga/saveload.cpp
Andrew Kurushin 82b86d495e saveload WIP
svn-id: r18232
2005-05-23 18:53:36 +00:00

194 lines
4.3 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004-2005 The ScummVM project
*
* The ReInherit Engine is (C)2000-2003 by Daniel Balsom.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "common/config-manager.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/file.h"
#include "saga/saga.h"
#include "saga/actor.h"
#include "saga/isomap.h"
#include "saga/resnames.h"
#include "saga/script.h"
#include "saga/interface.h"
#include "saga/scene.h"
#include "saga/render.h"
#define CURRENT_SAGA_VER 1
namespace Saga {
struct SaveGameHeader {
uint32 type;
uint32 size;
uint32 version;
char name[SAVE_TITLE_SIZE];
};
static char emptySlot[] = "[New Save Game]";
//TODO:
// - delete savegame
char* SagaEngine::calcSaveFileName(uint slotNumber) {
static char name[MAX_FILE_NAME];
sprintf(name, "%s.s%02d", _targetName.c_str(), slotNumber);
return name;
}
char *SagaEngine::getSaveFileName(uint idx) {
if (idx >= MAX_SAVES) {
error("getSaveFileName wrong idx");
}
return _saveFileNames[idx];
}
void SagaEngine::fillSaveList() {
int i;
bool marks[MAX_SAVES];
Common::InSaveFile *in;
SaveGameHeader header;
char *name;
name = calcSaveFileName(MAX_SAVES);
name[strlen(name) - 2] = 0;
_saveFileMan->listSavefiles(name, marks, MAX_SAVES);
for (i = 0; i < MAX_SAVES; i++) {
_saveFileNames[i][0] = 0;
}
_saveFileNamesCount = 0;
i = 0;
while (i < MAX_SAVES) {
if (marks[i]) {
name = calcSaveFileName(i);
if (!(in = _saveFileMan->openForLoading(name))) {
break;
}
in->read(&header, sizeof(header));
if (header.type != MKID('SAGA')) {
error("SagaEngine::load wrong format");
}
strcpy(_saveFileNames[_saveFileNamesCount], header.name);
delete in;
_saveFileNamesCount++;
}
i++;
}
}
void SagaEngine::save(const char *fileName, const char *saveName) {
Common::OutSaveFile *out;
SaveGameHeader header;
if (!(out = _saveFileMan->openForSaving(fileName))) {
return;
}
header.type = MKID('SAGA');
header.size = 0;
header.version = CURRENT_SAGA_VER;
strcpy(header.name, saveName);
out->write(&header, sizeof(header));
// Surrounding scene
out->writeSint32LE(_scene->getOutsetSceneNumber());
// Inset scene
out->writeSint32LE(_scene->currentSceneNumber());
_interface->saveState(out);
_actor->saveState(out);
out->writeSint16LE(_script->_commonBufferSize);
out->write(_script->_commonBuffer, _script->_commonBufferSize);
out->writeSint16LE(_isoMap->getMapPosition().x);
out->writeSint16LE(_isoMap->getMapPosition().y);
delete out;
}
void SagaEngine::load(const char *fileName) {
Common::InSaveFile *in;
int commonBufferSize;
int sceneNumber, insetSceneNumber;
int mapx, mapy;
SaveGameHeader header;
if (!(in = _saveFileMan->openForLoading(fileName))) {
return;
}
in->read(&header, sizeof(header));
if (header.type != MKID('SAGA')) {
error("SagaEngine::load wrong format");
}
// Surrounding scene
sceneNumber = in->readSint32LE();
// Inset scene
insetSceneNumber = in->readSint32LE();
_interface->loadState(in);
_actor->loadState(in);
commonBufferSize = in->readSint16LE();
in->read(_script->_commonBuffer, commonBufferSize);
mapx = in->readSint16LE();
mapy = in->readSint16LE();
delete in;
_isoMap->setMapPosition(mapx, mapy);
_scene->clearSceneQueue();
_scene->changeScene(sceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade);
if (insetSceneNumber != sceneNumber) {
_render->drawScene();
_scene->clearSceneQueue();
_scene->changeScene(insetSceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade);
}
// FIXME: When save/load screen will be implemented we should
// call these after that screen left by user
_interface->draw();
}
} // End of namespace Saga