scummvm/engines/cge2/saveload.cpp
2014-10-28 16:06:07 +02:00

280 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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
*/
#include "common/config-manager.h"
#include "common/savefile.h"
#include "common/system.h"
#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "graphics/palette.h"
#include "graphics/scaler.h"
#include "cge2/events.h"
#include "cge2/snail.h"
#include "cge2/hero.h"
#include "cge2/text.h"
#include "cge2/sound.h"
#include "cge2/cge2_main.h"
namespace CGE2 {
#define kSavegameCheckSum (1997 + _now + _sex + kWorldHeight)
#define kBadSVG 99
bool CGE2Engine::canSaveGameStateCurrently() {
return (_gamePhase == kPhaseInGame) && _mouse->_active &&
_commandHandler->idle() && (_soundStat._wait == nullptr);
}
Common::Error CGE2Engine::saveGameState(int slot, const Common::String &desc) {
storeHeroPos();
saveGame(slot, desc);
sceneUp(_now);
return Common::kNoError;
}
void CGE2Engine::saveGame(int slotNumber, const Common::String &desc) {
// Set up the serializer
Common::String slotName = generateSaveName(slotNumber);
Common::OutSaveFile *saveFile = g_system->getSavefileManager()->openForSaving(slotName);
// Write out the ScummVM savegame header
SavegameHeader header;
header.saveName = desc;
header.version = kSavegameVersion;
writeSavegameHeader(saveFile, header);
// Write out the data of the savegame
sceneDown();
syncGame(nullptr, saveFile);
// Finish writing out game data
saveFile->finalize();
delete saveFile;
}
bool CGE2Engine::canLoadGameStateCurrently() {
return (_gamePhase == kPhaseInGame) && _mouse->_active;
}
Common::Error CGE2Engine::loadGameState(int slot) {
_commandHandler->clear();
_commandHandlerTurbo->clear();
sceneDown();
if (!loadGame(slot))
return Common::kReadingFailed;
sceneUp(_now);
initToolbar();
return Common::kNoError;
}
bool CGE2Engine::loadGame(int slotNumber) {
Common::MemoryReadStream *readStream;
// Open up the savegame file
Common::String slotName = generateSaveName(slotNumber);
Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(slotName);
// Read the data into a data buffer
int size = saveFile->size();
byte *dataBuffer = (byte *)malloc(size);
saveFile->read(dataBuffer, size);
readStream = new Common::MemoryReadStream(dataBuffer, size, DisposeAfterUse::YES);
delete saveFile;
// Check to see if it's a ScummVM savegame or not
char buffer[kSavegameStrSize + 1];
readStream->read(buffer, kSavegameStrSize + 1);
if (strncmp(buffer, kSavegameStr, kSavegameStrSize + 1) != 0) {
delete readStream;
return false;
} else {
SavegameHeader saveHeader;
if (!readSavegameHeader(readStream, saveHeader)) {
delete readStream;
return false;
}
// Delete the thumbnail
saveHeader.thumbnail->free();
delete saveHeader.thumbnail;
}
resetGame();
// Get in the savegame
syncGame(readStream, nullptr);
delete readStream;
loadHeroes();
return true;
}
void CGE2Engine::resetGame() {
_busyPtr = nullptr;
busy(false);
_spare->clear();
_vga->_showQ->clear();
loadScript("CGE.INI", true);
delete _infoLine;
_infoLine = new InfoLine(this, kInfoW);
}
void CGE2Engine::writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header) {
// Write out a savegame header
out->write(kSavegameStr, kSavegameStrSize + 1);
out->writeByte(kSavegameVersion);
// Write savegame name
out->write(header.saveName.c_str(), header.saveName.size() + 1);
// Get the active palette
uint8 thumbPalette[256 * 3];
g_system->getPaletteManager()->grabPalette(thumbPalette, 0, 256);
// Stop the heroes from moving and redraw them before taking the picture.
for (int i = 0; i < 2; i++)
_heroTab[i]->_ptr->park();
_vga->show();
// Create a thumbnail and save it
Graphics::Surface *thumb = new Graphics::Surface();
Graphics::Surface *s = _vga->_page[0];
::createThumbnail(thumb, (const byte *)s->getPixels(), kScrWidth, kScrHeight, thumbPalette);
Graphics::saveThumbnail(*out, *thumb);
thumb->free();
delete thumb;
// 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);
}
bool CGE2Engine::readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header) {
header.thumbnail = nullptr;
// Get the savegame version
header.version = in->readByte();
if (header.version > kSavegameVersion)
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.saveYear = in->readSint16LE();
header.saveMonth = in->readSint16LE();
header.saveDay = in->readSint16LE();
header.saveHour = in->readSint16LE();
header.saveMinutes = in->readSint16LE();
return true;
}
void CGE2Engine::syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream) {
Common::Serializer s(readStream, writeStream);
// Synchronise header data
syncHeader(s);
// Synchronise _spare
_spare->sync(s);
if (s.isSaving()) {
// Save the references of the items in the heroes pockets:
for (int i = 0; i < 2; i++) {
for (int j = 0; j < kPocketMax; j++) {
int ref = _heroTab[i]->_downPocketId[j];
s.syncAsSint16LE(ref);
}
}
} else {
// Load items to the pockets
for (int i = 0; i < 2; i++) {
for (int j = 0; j < kPocketMax; j++) {
int ref = 0;
s.syncAsSint16LE(ref);
_heroTab[i]->_downPocketId[j] = ref;
}
}
}
// Heroes' _posTabs
for (int i = 0; i < 2; i++) {
for (int j = 0; j < kSceneMax; j++) {
s.syncAsSint16LE(_heroTab[i]->_posTab[j]->x);
s.syncAsSint16LE(_heroTab[i]->_posTab[j]->y);
}
}
}
void CGE2Engine::syncHeader(Common::Serializer &s) {
s.syncAsUint16LE(_now);
s.syncAsUint16LE(_sex);
s.syncAsUint16LE(_vga->_rot._len);
s.syncAsUint16LE(_waitSeq);
s.syncAsUint16LE(_waitRef);
if (s.isSaving()) {
// Write checksum
int checksum = kSavegameCheckSum;
s.syncAsUint16LE(checksum);
} else {
// Read checksum and validate it
uint16 checksum = 0;
s.syncAsUint16LE(checksum);
if (checksum != kSavegameCheckSum)
error("%s", _text->getText(kBadSVG));
}
}
/**
* Support method that generates a savegame name
* @param slot Slot number
*/
Common::String CGE2Engine::generateSaveName(int slot) {
return Common::String::format("%s.%03d", _targetName.c_str(), slot);
}
} // End of namespace CGE2