mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 14:50:17 +00:00
345 lines
9.4 KiB
C++
345 lines
9.4 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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*
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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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*
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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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#include "hdb/hdb.h"
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namespace HDB {
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Common::Error HDBGame::saveGameState(int slot, const Common::String &desc) {
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// If no map is loaded, don't try to save
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if (!g_hdb->_map->isLoaded())
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return Common::kCreatingFileFailed;
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Common::OutSaveFile *out;
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Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
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if (!(out = _saveFileMan->openForSaving(saveFileName)))
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error("Unable to open save file");
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Graphics::saveThumbnail(*out);
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memset(&_saveHeader, 0, sizeof(Save));
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strcpy(_saveHeader.saveID, saveFileName.c_str());
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_saveHeader.seconds = _timeSeconds + (_timePlayed / 1000);
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strcpy(_saveHeader.mapName, _inMapName);
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// Actual Save Data
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saveGame(out);
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_lua->save(out, _targetName.c_str(), slot);
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out->finalize();
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if (out->err())
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warning("Can't write file '%s'. (Disk full?)", saveFileName.c_str());
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delete out;
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return Common::kNoError;
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}
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Common::Error HDBGame::loadGameState(int slot) {
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Common::InSaveFile *in;
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Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
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if (!(in = _saveFileMan->openForLoading(saveFileName))) {
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warning("missing savegame file %s", saveFileName.c_str());
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if (g_hdb->_map->isLoaded())
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g_hdb->setGameState(GAME_PLAY);
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return Common::kReadingFailed;
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}
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_window->closeAll();
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Graphics::skipThumbnail(*in);
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// Actual Save Data
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loadGame(in);
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_lua->loadLua(_currentLuaName); // load the Lua code FIRST! (if no file, it's ok)
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saveFileName = Common::String::format("%s.l.%03d", _targetName.c_str(), slot);
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_lua->loadSaveFile(in, saveFileName.c_str());
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delete in;
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// center the player on the screen
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int x, y;
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_ai->getPlayerXY(&x, &y);
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_map->centerMapXY(x + 16, y + 16);
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if (!_ai->cinematicsActive())
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_gfx->turnOffFade();
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return Common::kNoError;
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}
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void HDBGame::saveGame(Common::OutSaveFile *out) {
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debug(1, "HDBGame::saveGame: start at %u", out->pos());
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// Save Map Name and Time
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out->writeUint32LE(_saveHeader.seconds);
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out->write(_inMapName, 32);
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debug(1, "HDBGame::saveGame: map at %u", out->pos());
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// Save Map Object Data
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_map->save(out);
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// Save Window Object Data
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debug(1, "HDBGame::saveGame: window at %u", out->pos());
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_window->save(out);
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// Save Gfx Object Data
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debug(1, "HDBGame::saveGame: gfx at %u", out->pos());
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_gfx->save(out);
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// Save Sound Object Data
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debug(1, "HDBGame::saveGame: sound at %u", out->pos());
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_sound->save(out);
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// Save Game Object Data
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debug(1, "HDBGame::saveGame: game object at %u", out->pos());
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save(out);
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// Save AI Object Data
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debug(1, "HDBGame::saveGame: ai at %u", out->pos());
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_ai->save(out);
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debug(1, "HDBGame::saveGame: end at %u", out->pos());
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}
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void HDBGame::loadGame(Common::InSaveFile *in) {
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debug(1, "HDBGame::loadGame: start at %u", in->pos());
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// Load Map Name and Time
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_timeSeconds = in->readUint32LE();;
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_timePlayed = 0;
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in->read(_inMapName, 32);
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g_hdb->_sound->stopMusic();
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_saveHeader.seconds = _timeSeconds;
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strcpy(_saveHeader.mapName, _inMapName);
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// Load Map Object Data
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debug(1, "HDBGame::loadGame: map at %u", in->pos());
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_map->loadSaveFile(in);
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// Load Window Object Data
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debug(1, "HDBGame::loadGame: window at %u", in->pos());
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_window->loadSaveFile(in);
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// Load Gfx Object Data
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debug(1, "HDBGame::loadGame: gfx at %u", in->pos());
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_gfx->loadSaveFile(in);
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// Load Sound Object Data
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debug(1, "HDBGame::loadGame: sound at %u", in->pos());
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_sound->loadSaveFile(in);
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// Load Game Object Data
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debug(1, "HDBGame::loadGame: game object at %u", in->pos());
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loadSaveFile(in);
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// Load AI Object Data
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debug(1, "HDBGame::loadGame: ai at %u", in->pos());
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_ai->loadSaveFile(in);
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debug(1, "HDBGame::loadGame: end at %u", in->pos());
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_gfx->turnOffFade();
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}
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void HDBGame::save(Common::OutSaveFile *out) {
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out->write(_currentMapname, 64);
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out->write(_lastMapname, 64);
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out->write(_currentLuaName, 64);
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out->writeSint32LE(_actionMode);
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out->writeByte(_changeLevel);
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out->write(_changeMapname, 64);
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out->write(_inMapName, 32);
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}
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void HDBGame::loadSaveFile(Common::InSaveFile *in) {
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in->read(_currentMapname, 64);
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in->read(_lastMapname, 64);
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in->read(_currentLuaName, 64);
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_actionMode = in->readSint32LE();
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_changeLevel = in->readByte();
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in->read(_changeMapname, 64);
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in->read(_inMapName, 32);
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}
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void AIEntity::save(Common::OutSaveFile *out) {
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char funcString[32];
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const char *lookUp;
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// Write out 32-char names for the function ptrs we have in the entity struct
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lookUp = g_hdb->_ai->funcLookUp(aiAction);
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memset(&funcString, 0, 32);
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if (!lookUp && aiAction)
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error("AIEntity::save: No matching ACTION function for func-string for %s entity", AIType2Str(type));
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if (lookUp)
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strcpy(funcString, lookUp);
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out->write(funcString, 32);
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lookUp = g_hdb->_ai->funcLookUp(aiUse);
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memset(&funcString, 0, 32);
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if (!lookUp && aiUse)
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error("AIEntity::save: No matching USE function for func-string for %s entity", AIType2Str(type));
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if (lookUp)
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strcpy(funcString, lookUp);
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out->write(funcString, 32);
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lookUp = g_hdb->_ai->funcLookUp(aiInit);
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memset(&funcString, 0, 32);
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if (!lookUp && aiInit)
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error("AIEntity::save: No matching INIT function for func-string for %s entity", AIType2Str(type));
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if (lookUp)
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strcpy(funcString, lookUp);
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out->write(funcString, 32);
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lookUp = g_hdb->_ai->funcLookUp(aiInit2);
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memset(&funcString, 0, 32);
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if (!lookUp && aiInit2)
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error("AIEntity::save: No matching INIT2 function for func-string for %s entity", AIType2Str(type));
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if (lookUp)
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strcpy(funcString, lookUp);
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out->write(funcString, 32);
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lookUp = g_hdb->_ai->funcLookUp((FuncPtr)aiDraw);
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memset(&funcString, 0, 32);
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if (!lookUp && aiDraw)
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error("AIEntity::save: No matching DRAW function for func-string for %s entity", AIType2Str(type));
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if (lookUp)
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strcpy(funcString, lookUp);
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out->write(funcString, 32);
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// Save AIEntity
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out->writeSint32LE((int)type);
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out->writeSint32LE((int)state);
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out->writeSint32LE((int)dir);
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out->write(luaFuncInit, 32);
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out->write(luaFuncAction, 32);
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out->write(luaFuncUse, 32);
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out->writeUint16LE(level);
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out->writeUint16LE(value1);
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out->writeUint16LE(value2);
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out->writeSint32LE((int)dir2);
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out->writeUint16LE(x);
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out->writeUint16LE(y);
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out->writeSint16LE(drawXOff);
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out->writeSint16LE(drawYOff);
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out->writeUint16LE(onScreen);
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out->writeUint16LE(moveSpeed);
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out->writeSint16LE(xVel);
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out->writeSint16LE(yVel);
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out->writeUint16LE(tileX);
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out->writeUint16LE(tileY);
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out->writeUint16LE(goalX);
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out->writeUint16LE(goalY);
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out->writeUint16LE(touchpX);
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out->writeUint16LE(touchpY);
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out->writeUint16LE(touchpTile);
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out->writeUint16LE(touchpWait);
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out->writeUint16LE(stunnedWait);
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out->writeSint16LE(sequence);
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out->write(entityName, 32);
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out->write(printedName, 32);
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out->writeUint16LE(animFrame);
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out->writeUint16LE(animDelay);
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out->writeUint16LE(animCycle);
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}
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void AIEntity::load(Common::InSaveFile *in) {
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char funcString[32];
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FuncPtr init, init2, use, action;
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EntFuncPtr drawf;
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action = init = init2 = use = NULL;
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drawf = NULL;
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// Read 32-char names for the function ptrs we have in entity struct
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in->read(funcString, 32);
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if (funcString[0])
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action = g_hdb->_ai->funcLookUp(funcString);
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in->read(funcString, 32);
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if (funcString[0])
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use = g_hdb->_ai->funcLookUp(funcString);
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in->read(funcString, 32);
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if (funcString[0])
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init = g_hdb->_ai->funcLookUp(funcString);
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in->read(funcString, 32);
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if (funcString[0])
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init2 = g_hdb->_ai->funcLookUp(funcString);
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in->read(funcString, 32);
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if (funcString[0])
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drawf = (EntFuncPtr)g_hdb->_ai->funcLookUp(funcString);
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// Load AIEntity
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type = (AIType)in->readSint32LE();
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state = (AIState)in->readSint32LE();
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dir = (AIDir)in->readSint32LE();
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in->read(luaFuncInit, 32);
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in->read(luaFuncAction, 32);
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in->read(luaFuncUse, 32);
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level = in->readUint16LE();
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value1 = in->readUint16LE();
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value2 = in->readUint16LE();
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dir2 = (AIDir)in->readSint32LE();
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x = in->readUint16LE();
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y = in->readUint16LE();
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drawXOff = in->readSint16LE();
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drawYOff = in->readSint16LE();
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onScreen = in->readUint16LE();
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moveSpeed = in->readUint16LE();
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xVel = in->readSint16LE();
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yVel = in->readSint16LE();
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tileX = in->readUint16LE();
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tileY = in->readUint16LE();
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goalX = in->readUint16LE();
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goalY = in->readUint16LE();
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touchpX = in->readUint16LE();
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touchpY = in->readUint16LE();
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touchpTile = in->readUint16LE();
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touchpWait = in->readUint16LE();
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stunnedWait = in->readUint16LE();
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sequence = in->readSint16LE();
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in->read(entityName, 32);
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in->read(printedName, 32);
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animFrame = in->readUint16LE();
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animDelay = in->readUint16LE();
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animCycle = in->readUint16LE();
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aiAction = action;
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aiInit = init;
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aiInit2 = init2;
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aiUse = use;
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aiDraw = drawf;
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}
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} // End of Namespace
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