scummvm/engines/sherlock/saveload.cpp

485 lines
16 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 "sherlock/saveload.h"
#include "sherlock/surface.h"
#include "sherlock/sherlock.h"
#include "common/system.h"
#include "graphics/scaler.h"
#include "graphics/thumbnail.h"
namespace Sherlock {
const int ENV_POINTS[6][3] = {
{ 41, 80, 61 }, // Exit
{ 81, 120, 101 }, // Load
{ 121, 160, 141 }, // Save
{ 161, 200, 181 }, // Up
{ 201, 240, 221 }, // Down
{ 241, 280, 261 } // Quit
};
static const char *const EMPTY_SAVEGAME_SLOT = "-EMPTY-";
static const char *const SAVEGAME_STR = "SHLK";
#define SAVEGAME_STR_SIZE 4
/*----------------------------------------------------------------*/
SaveManager::SaveManager(SherlockEngine *vm, const Common::String &target) :
_vm(vm), _target(target) {
_saveThumb = nullptr;
_envMode = SAVEMODE_NONE;
_justLoaded = false;
_savegameIndex = 0;
}
SaveManager::~SaveManager() {
if (_saveThumb) {
_saveThumb->free();
delete _saveThumb;
}
}
void SaveManager::drawInterface() {
Screen &screen = *_vm->_screen;
UserInterface &ui = *_vm->_ui;
// Create a list of savegame slots
createSavegameList();
screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, CONTROLS_Y + 10), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(0, CONTROLS_Y + 10, 2, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(318, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(0, 199, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT), BORDER_COLOR);
screen._backBuffer1.fillRect(Common::Rect(2, CONTROLS_Y + 10, SHERLOCK_SCREEN_WIDTH - 2, SHERLOCK_SCREEN_HEIGHT - 2), INV_BACKGROUND);
screen.makeButton(Common::Rect(ENV_POINTS[0][0], CONTROLS_Y, ENV_POINTS[0][1], CONTROLS_Y + 10),
ENV_POINTS[0][2] - screen.stringWidth("Exit") / 2, "Exit");
screen.makeButton(Common::Rect(ENV_POINTS[1][0], CONTROLS_Y, ENV_POINTS[1][1], CONTROLS_Y + 10),
ENV_POINTS[1][2] - screen.stringWidth("Load") / 2, "Load");
screen.makeButton(Common::Rect(ENV_POINTS[2][0], CONTROLS_Y, ENV_POINTS[2][1], CONTROLS_Y + 10),
ENV_POINTS[2][2] - screen.stringWidth("Save") / 2, "Save");
screen.makeButton(Common::Rect(ENV_POINTS[3][0], CONTROLS_Y, ENV_POINTS[3][1], CONTROLS_Y + 10),
ENV_POINTS[3][2] - screen.stringWidth("Up") / 2, "Up");
screen.makeButton(Common::Rect(ENV_POINTS[4][0], CONTROLS_Y, ENV_POINTS[4][1], CONTROLS_Y + 10),
ENV_POINTS[4][2] - screen.stringWidth("Down") / 2, "Down");
screen.makeButton(Common::Rect(ENV_POINTS[5][0], CONTROLS_Y, ENV_POINTS[5][1], CONTROLS_Y + 10),
ENV_POINTS[5][2] - screen.stringWidth("Quit") / 2, "Quit");
if (!_savegameIndex)
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_NULL, 0, "Up");
if (_savegameIndex == MAX_SAVEGAME_SLOTS - ONSCREEN_FILES_COUNT)
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_NULL, 0, "Down");
for (int idx = _savegameIndex; idx < _savegameIndex + ONSCREEN_FILES_COUNT; ++idx) {
screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%d.", idx + 1);
screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%s", _savegames[idx].c_str());
}
if (!ui._slideWindows) {
screen.slamRect(Common::Rect(0, CONTROLS_Y, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT));
} else {
ui.summonWindow();
}
_envMode = SAVEMODE_NONE;
}
void SaveManager::createSavegameList() {
Screen &screen = *_vm->_screen;
_savegames.clear();
for (int idx = 0; idx < MAX_SAVEGAME_SLOTS; ++idx)
_savegames.push_back(EMPTY_SAVEGAME_SLOT);
SaveStateList saveList = getSavegameList(_target);
for (uint idx = 0; idx < saveList.size(); ++idx) {
int slot = saveList[idx].getSaveSlot() - 1;
if (slot >= 0 && slot < MAX_SAVEGAME_SLOTS)
_savegames[slot] = saveList[idx].getDescription();
}
// Ensure the names will fit on the screen
for (uint idx = 0; idx < _savegames.size(); ++idx) {
int width = screen.stringWidth(_savegames[idx]) + 24;
if (width > 308) {
// It won't fit in, so remove characters until it does
do {
width -= screen.charWidth(_savegames[idx].lastChar());
_savegames[idx].deleteLastChar();
} while (width > 300);
}
}
}
SaveStateList SaveManager::getSavegameList(const Common::String &target) {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String saveDesc;
Common::String pattern = Common::String::format("%s.0??", target.c_str());
SherlockSavegameHeader header;
filenames = saveFileMan->listSavefiles(pattern);
sort(filenames.begin(), filenames.end()); // Sort to get the files in numerical order
SaveStateList saveList;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
const char *ext = strrchr(file->c_str(), '.');
int slot = ext ? atoi(ext + 1) : -1;
if (slot >= 0 && slot < MAX_SAVEGAME_SLOTS) {
Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(*file);
if (in) {
readSavegameHeader(in, header);
saveList.push_back(SaveStateDescriptor(slot, header._saveName));
header._thumbnail->free();
delete header._thumbnail;
delete in;
}
}
}
return saveList;
}
bool SaveManager::readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header) {
char saveIdentBuffer[SAVEGAME_STR_SIZE + 1];
header._thumbnail = nullptr;
// 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 > SHERLOCK_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
header._thumbnail = Graphics::loadThumbnail(*in);
if (!header._thumbnail)
return false;
// 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 SaveManager::writeSavegameHeader(Common::OutSaveFile *out, SherlockSavegameHeader &header) {
// Write out a savegame header
out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1);
out->writeByte(SHERLOCK_SAVEGAME_VERSION);
// Write savegame name
out->write(header._saveName.c_str(), header._saveName.size());
out->writeByte('\0');
// Handle the thumbnail. If there's already one set by the game, create one
if (!_saveThumb)
createThumbnail();
Graphics::saveThumbnail(*out, *_saveThumb);
_saveThumb->free();
delete _saveThumb;
_saveThumb = nullptr;
// 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->getFrameCounter());
}
void SaveManager::createThumbnail() {
if (_saveThumb) {
_saveThumb->free();
delete _saveThumb;
}
uint8 thumbPalette[PALETTE_SIZE];
_vm->_screen->getPalette(thumbPalette);
_saveThumb = new Graphics::Surface();
::createThumbnail(_saveThumb, (const byte *)_vm->_screen->getPixels(), SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT, thumbPalette);
}
int SaveManager::getHighlightedButton() const {
Common::Point pt = _vm->_events->mousePos();
for (int idx = 0; idx < 6; ++idx) {
if (pt.x > ENV_POINTS[idx][0] && pt.x < ENV_POINTS[idx][1] && pt.y > CONTROLS_Y
&& pt.y < (CONTROLS_Y + 10))
return idx;
}
return -1;
}
void SaveManager::highlightButtons(int btnIndex) {
Screen &screen = *_vm->_screen;
byte color = (btnIndex == 0) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[0][2], CONTROLS_Y), color, 1, "Exit");
if ((btnIndex == 1) || ((_envMode == SAVEMODE_LOAD) && (btnIndex != 2)))
screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Load");
else
screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Load");
if ((btnIndex == 2) || ((_envMode == SAVEMODE_SAVE) && (btnIndex != 1)))
screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Save");
else
screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Save");
if (btnIndex == 3 && _savegameIndex)
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Up");
else
if (_savegameIndex)
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Up");
if ((btnIndex == 4) && (_savegameIndex < MAX_SAVEGAME_SLOTS - 5))
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_HIGHLIGHTED, true, "Down");
else if (_savegameIndex < (MAX_SAVEGAME_SLOTS - 5))
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_FOREGROUND, true, "Down");
color = (btnIndex == 5) ? COMMAND_HIGHLIGHTED : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[5][2], CONTROLS_Y), color, 1, "Quit");
}
void SaveManager::loadGame(int slot) {
Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(
generateSaveName(slot));
if (!saveFile)
return;
// Load the savaegame header
SherlockSavegameHeader header;
if (!readSavegameHeader(saveFile, header))
error("Invalid savegame");
if (header._thumbnail) {
header._thumbnail->free();
delete header._thumbnail;
}
// Synchronize the savegame data
Common::Serializer s(saveFile, nullptr);
synchronize(s);
delete saveFile;
}
void SaveManager::saveGame(int slot, const Common::String &name) {
Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving(
generateSaveName(slot));
SherlockSavegameHeader header;
header._saveName = name;
writeSavegameHeader(out, header);
// Synchronize the savegame data
Common::Serializer s(nullptr, out);
synchronize(s);
out->finalize();
delete out;
}
Common::String SaveManager::generateSaveName(int slot) {
return Common::String::format("%s.%03d", _target.c_str(), slot);
}
void SaveManager::synchronize(Common::Serializer &s) {
Inventory &inv = *_vm->_inventory;
Journal &journal = *_vm->_journal;
Map &map = *_vm->_map;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
int oldFont = screen.fontNumber();
inv.synchronize(s);
journal.synchronize(s);
people.synchronize(s);
map.synchronize(s);
scene.synchronize(s);
screen.synchronize(s);
talk.synchronize(s);
_vm->synchronize(s);
if (screen.fontNumber() != oldFont)
journal.resetPosition();
_justLoaded = true;
}
bool SaveManager::checkGameOnScreen(int slot) {
Screen &screen = *_vm->_screen;
// Check if it's already on-screen
if (slot != -1 && (slot < _savegameIndex || slot >= (_savegameIndex + ONSCREEN_FILES_COUNT))) {
_savegameIndex = slot;
screen._backBuffer1.fillRect(Common::Rect(3, CONTROLS_Y + 11, SHERLOCK_SCREEN_WIDTH - 2,
SHERLOCK_SCREEN_HEIGHT - 1), INV_BACKGROUND);
for (int idx = _savegameIndex; idx < (_savegameIndex + 5); ++idx) {
screen.gPrint(Common::Point(6, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%d.", idx + 1);
screen.gPrint(Common::Point(24, CONTROLS_Y + 11 + (idx - _savegameIndex) * 10),
INV_FOREGROUND, "%s", _savegames[idx].c_str());
}
screen.slamRect(Common::Rect(3, CONTROLS_Y + 11, 318, SHERLOCK_SCREEN_HEIGHT));
byte color = !_savegameIndex ? COMMAND_NULL : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), color, 1, "Up");
color = (_savegameIndex == (MAX_SAVEGAME_SLOTS - 5)) ? COMMAND_NULL : COMMAND_FOREGROUND;
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), color, 1, "Down");
return true;
}
return false;
}
bool SaveManager::promptForDescription(int slot) {
Events &events = *_vm->_events;
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
int xp, yp;
bool flag = false;
screen.buttonPrint(Common::Point(ENV_POINTS[0][2], CONTROLS_Y), COMMAND_NULL, true, "Exit");
screen.buttonPrint(Common::Point(ENV_POINTS[1][2], CONTROLS_Y), COMMAND_NULL, true, "Load");
screen.buttonPrint(Common::Point(ENV_POINTS[2][2], CONTROLS_Y), COMMAND_NULL, true, "Save");
screen.buttonPrint(Common::Point(ENV_POINTS[3][2], CONTROLS_Y), COMMAND_NULL, true, "Up");
screen.buttonPrint(Common::Point(ENV_POINTS[4][2], CONTROLS_Y), COMMAND_NULL, true, "Down");
screen.buttonPrint(Common::Point(ENV_POINTS[5][2], CONTROLS_Y), COMMAND_NULL, true, "Quit");
Common::String saveName = _savegames[slot];
if (isSlotEmpty(slot)) {
// It's an empty slot, so start off with an empty save name
saveName = "";
yp = CONTROLS_Y + 12 + (slot - _savegameIndex) * 10;
screen.vgaBar(Common::Rect(24, yp, 85, yp + 9), INV_BACKGROUND);
}
screen.print(Common::Point(6, CONTROLS_Y + 12 + (slot - _savegameIndex) * 10), TALK_FOREGROUND, "%d.", slot + 1);
screen.print(Common::Point(24, CONTROLS_Y + 12 + (slot - _savegameIndex) * 10), TALK_FOREGROUND, "%s", saveName.c_str());
xp = 24 + screen.stringWidth(saveName);
yp = CONTROLS_Y + 12 + (slot - _savegameIndex) * 10;
int done = 0;
do {
while (!_vm->shouldQuit() && !events.kbHit()) {
scene.doBgAnim();
if (talk._talkToAbort)
return false;
// Allow event processing
events.pollEventsAndWait();
events.setButtonState();
flag = !flag;
if (flag)
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
else
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
}
if (_vm->shouldQuit())
return false;
// Get the next keypress
Common::KeyState keyState = events.getKey();
if (keyState.keycode == Common::KEYCODE_BACKSPACE && saveName.size() > 0) {
// Delete character of save name
screen.vgaBar(Common::Rect(xp - screen.charWidth(saveName.lastChar()), yp - 1,
xp + 8, yp + 9), INV_BACKGROUND);
xp -= screen.charWidth(saveName.lastChar());
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
saveName.deleteLastChar();
} else if (keyState.keycode == Common::KEYCODE_RETURN && saveName.compareToIgnoreCase(EMPTY_SAVEGAME_SLOT)) {
done = 1;
} else if (keyState.keycode == Common::KEYCODE_ESCAPE) {
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
done = -1;
} else if (keyState.ascii >= ' ' && keyState.ascii <= 'z' && saveName.size() < 50
&& (xp + screen.charWidth(keyState.ascii)) < 308) {
char c = (char)keyState.ascii;
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_BACKGROUND);
screen.print(Common::Point(xp, yp), TALK_FOREGROUND, "%c", c);
xp += screen.charWidth(c);
screen.vgaBar(Common::Rect(xp, yp - 1, xp + 8, yp + 9), INV_FOREGROUND);
saveName += c;
}
} while (!done);
if (done == 1) {
// Enter key perssed
_savegames[slot] = saveName;
} else {
done = 0;
_envMode = SAVEMODE_NONE;
highlightButtons(-1);
}
return done == 1;
}
bool SaveManager::isSlotEmpty(int slot) const {
return _savegames[slot].equalsIgnoreCase(EMPTY_SAVEGAME_SLOT);
}
} // End of namespace Sherlock