mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-25 11:15:00 +00:00
2872f197d8
svn-id: r48415
386 lines
8.8 KiB
C++
386 lines
8.8 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.
|
|
*
|
|
* $URL$
|
|
* $Id$
|
|
*
|
|
*/
|
|
|
|
#include "common/savefile.h"
|
|
#include "common/config-manager.h"
|
|
|
|
#include "gui/dialog.h"
|
|
#include "gui/saveload.h"
|
|
#include "gui/widget.h"
|
|
#include "gui/ListWidget.h"
|
|
#include "gui/message.h"
|
|
|
|
#include "parallaction/parallaction.h"
|
|
#include "parallaction/saveload.h"
|
|
#include "parallaction/sound.h"
|
|
|
|
|
|
/* Nippon Safes savefiles are called 'nippon.000' to 'nippon.099'.
|
|
*
|
|
* A special savefile named 'nippon.999' holds information on whether the user completed one or more parts of the game.
|
|
*/
|
|
|
|
#define NUM_SAVESLOTS 100
|
|
#define SPECIAL_SAVESLOT 999
|
|
|
|
namespace Parallaction {
|
|
|
|
|
|
Common::String SaveLoad::genSaveFileName(uint slot) {
|
|
assert(slot < NUM_SAVESLOTS || slot == SPECIAL_SAVESLOT);
|
|
|
|
char s[20];
|
|
sprintf(s, "%s.%.3d", _saveFilePrefix.c_str(), slot);
|
|
|
|
return Common::String(s);
|
|
}
|
|
|
|
Common::InSaveFile *SaveLoad::getInSaveFile(uint slot) {
|
|
Common::String name = genSaveFileName(slot);
|
|
return _saveFileMan->openForLoading(name);
|
|
}
|
|
|
|
Common::OutSaveFile *SaveLoad::getOutSaveFile(uint slot) {
|
|
Common::String name = genSaveFileName(slot);
|
|
return _saveFileMan->openForSaving(name);
|
|
}
|
|
|
|
|
|
void SaveLoad_ns::doLoadGame(uint16 slot) {
|
|
|
|
_vm->cleanupGame();
|
|
|
|
Common::InSaveFile *f = getInSaveFile(slot);
|
|
if (!f) return;
|
|
|
|
Common::String s, character, location;
|
|
|
|
// scrap the line with the savefile name
|
|
f->readLine();
|
|
|
|
character = f->readLine();
|
|
location = f->readLine();
|
|
|
|
s = f->readLine();
|
|
_vm->_location._startPosition.x = atoi(s.c_str());
|
|
|
|
s = f->readLine();
|
|
_vm->_location._startPosition.y = atoi(s.c_str());
|
|
|
|
s = f->readLine();
|
|
_vm->_score = atoi(s.c_str());
|
|
|
|
s = f->readLine();
|
|
_globalFlags = atoi(s.c_str());
|
|
|
|
s = f->readLine();
|
|
_vm->_numLocations = atoi(s.c_str());
|
|
|
|
uint16 _si;
|
|
for (_si = 0; _si < _vm->_numLocations; _si++) {
|
|
s = f->readLine();
|
|
strcpy(_vm->_locationNames[_si], s.c_str());
|
|
|
|
s = f->readLine();
|
|
_vm->_localFlags[_si] = atoi(s.c_str());
|
|
}
|
|
|
|
_vm->cleanInventory(false);
|
|
ItemName name;
|
|
uint32 value;
|
|
|
|
for (_si = 0; _si < 30; _si++) {
|
|
s = f->readLine();
|
|
value = atoi(s.c_str());
|
|
|
|
s = f->readLine();
|
|
name = atoi(s.c_str());
|
|
|
|
_vm->addInventoryItem(name, value);
|
|
}
|
|
|
|
delete f;
|
|
|
|
// force reload of character to solve inventory
|
|
// bugs, but it's a good maneuver anyway
|
|
strcpy(_vm->_characterName1, "null");
|
|
|
|
char tmp[PATH_LEN];
|
|
sprintf(tmp, "%s.%s" , location.c_str(), character.c_str());
|
|
_vm->scheduleLocationSwitch(tmp);
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void SaveLoad_ns::doSaveGame(uint16 slot, const char* name) {
|
|
|
|
Common::OutSaveFile *f = getOutSaveFile(slot);
|
|
if (f == 0) {
|
|
char buf[32];
|
|
sprintf(buf, "Can't save game in slot %i\n\n", slot);
|
|
GUI::MessageDialog dialog(buf);
|
|
dialog.runModal();
|
|
return;
|
|
}
|
|
|
|
char s[200];
|
|
memset(s, 0, sizeof(s));
|
|
|
|
if (!name || name[0] == '\0') {
|
|
sprintf(s, "default_%i", slot);
|
|
} else {
|
|
strncpy(s, name, 199);
|
|
}
|
|
|
|
f->writeString(s);
|
|
f->writeString("\n");
|
|
|
|
sprintf(s, "%s\n", _vm->_char.getFullName());
|
|
f->writeString(s);
|
|
|
|
sprintf(s, "%s\n", _saveData1);
|
|
f->writeString(s);
|
|
sprintf(s, "%d\n", _vm->_char._ani->getX());
|
|
f->writeString(s);
|
|
sprintf(s, "%d\n", _vm->_char._ani->getY());
|
|
f->writeString(s);
|
|
sprintf(s, "%d\n", _vm->_score);
|
|
f->writeString(s);
|
|
sprintf(s, "%u\n", _globalFlags);
|
|
f->writeString(s);
|
|
|
|
sprintf(s, "%d\n", _vm->_numLocations);
|
|
f->writeString(s);
|
|
for (uint16 _si = 0; _si < _vm->_numLocations; _si++) {
|
|
sprintf(s, "%s\n%u\n", _vm->_locationNames[_si], _vm->_localFlags[_si]);
|
|
f->writeString(s);
|
|
}
|
|
|
|
const InventoryItem *item;
|
|
for (uint16 _si = 0; _si < 30; _si++) {
|
|
item = _vm->getInventoryItem(_si);
|
|
sprintf(s, "%u\n%d\n", item->_id, item->_index);
|
|
f->writeString(s);
|
|
}
|
|
|
|
delete f;
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
int SaveLoad::selectSaveFile(Common::String &selectedName, bool saveMode, const Common::String &caption, const Common::String &button) {
|
|
|
|
GUI::SaveLoadChooser slc(caption, button);
|
|
slc.setSaveMode(saveMode);
|
|
|
|
selectedName.clear();
|
|
|
|
Common::String gameId = ConfMan.get("gameid");
|
|
|
|
const EnginePlugin *plugin = 0;
|
|
EngineMan.findGame(gameId, &plugin);
|
|
|
|
int idx = slc.runModal(plugin, ConfMan.getActiveDomainName());
|
|
if (idx >= 0) {
|
|
selectedName = slc.getResultString();
|
|
slc.close();
|
|
}
|
|
|
|
return idx;
|
|
}
|
|
|
|
|
|
|
|
bool SaveLoad::loadGame() {
|
|
Common::String null;
|
|
int _di = selectSaveFile(null, false, "Load file", "Load");
|
|
if (_di == -1) {
|
|
return false;
|
|
}
|
|
|
|
doLoadGame(_di);
|
|
|
|
GUI::TimedMessageDialog dialog("Loading game...", 1500);
|
|
dialog.runModal();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool SaveLoad::saveGame() {
|
|
Common::String saveName;
|
|
int slot = selectSaveFile(saveName, true, "Save file", "Save");
|
|
if (slot == -1) {
|
|
return false;
|
|
}
|
|
|
|
doSaveGame(slot, saveName.c_str());
|
|
|
|
GUI::TimedMessageDialog dialog("Saving game...", 1500);
|
|
dialog.runModal();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool SaveLoad_ns::saveGame() {
|
|
// NOTE: shouldn't this check be done before, so that the
|
|
// user can't even select 'save'?
|
|
if (!scumm_stricmp(_vm->_location._name, "caveau")) {
|
|
return false;
|
|
}
|
|
|
|
return SaveLoad::saveGame();
|
|
}
|
|
|
|
void SaveLoad_ns::setPartComplete(const char *part) {
|
|
Common::String s;
|
|
bool alreadyPresent = false;
|
|
|
|
Common::InSaveFile *inFile = getInSaveFile(SPECIAL_SAVESLOT);
|
|
if (inFile) {
|
|
s = inFile->readLine();
|
|
delete inFile;
|
|
|
|
if (s.contains(part)) {
|
|
alreadyPresent = true;
|
|
}
|
|
}
|
|
|
|
if (!alreadyPresent) {
|
|
Common::OutSaveFile *outFile = getOutSaveFile(SPECIAL_SAVESLOT);
|
|
outFile->writeString(s);
|
|
outFile->writeString(part);
|
|
outFile->finalize();
|
|
delete outFile;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
void SaveLoad_ns::getGamePartProgress(bool *complete, int size) {
|
|
assert(complete && size >= 3);
|
|
|
|
Common::InSaveFile *inFile = getInSaveFile(SPECIAL_SAVESLOT);
|
|
Common::String s = inFile->readLine();
|
|
delete inFile;
|
|
|
|
complete[0] = s.contains("dino");
|
|
complete[1] = s.contains("donna");
|
|
complete[2] = s.contains("dough");
|
|
}
|
|
|
|
static bool askRenameOldSavefiles() {
|
|
GUI::MessageDialog dialog0(
|
|
"ScummVM found that you have old savefiles for Nippon Safes that should be renamed.\n"
|
|
"The old names are no longer supported, so you will not be able to load your games if you don't convert them.\n\n"
|
|
"Press OK to convert them now, otherwise you will be asked next time.\n", "OK", "Cancel");
|
|
|
|
return (dialog0.runModal() != 0);
|
|
}
|
|
|
|
void SaveLoad_ns::renameOldSavefiles() {
|
|
Common::StringArray oldFilenames = _saveFileMan->listSavefiles("game.*");
|
|
uint numOldSaves = oldFilenames.size();
|
|
|
|
bool rename = false;
|
|
uint success = 0, id;
|
|
Common::String oldName, newName;
|
|
for (uint i = 0; i < oldFilenames.size(); ++i) {
|
|
oldName = oldFilenames[i];
|
|
int e = sscanf(oldName.c_str(), "game.%u", &id);
|
|
if (e != 1) {
|
|
// this wasn't a savefile, so adjust numOldSaves accordingly
|
|
--numOldSaves;
|
|
continue;
|
|
}
|
|
|
|
if (!rename) {
|
|
rename = askRenameOldSavefiles();
|
|
}
|
|
if (!rename) {
|
|
// return immediately if the user doesn't want to rename the files
|
|
return;
|
|
}
|
|
|
|
newName = genSaveFileName(id);
|
|
if (_saveFileMan->renameSavefile(oldName, newName)) {
|
|
success++;
|
|
} else {
|
|
warning("Error %i (%s) occurred while renaming %s to %s", _saveFileMan->getError(),
|
|
_saveFileMan->getErrorDesc().c_str(), oldName.c_str(), newName.c_str());
|
|
}
|
|
}
|
|
|
|
if (numOldSaves == 0) {
|
|
// there were no old savefiles: nothing to notify
|
|
return;
|
|
}
|
|
|
|
char msg[200];
|
|
if (success == numOldSaves) {
|
|
sprintf(msg, "ScummVM successfully converted all your savefiles.");
|
|
} else {
|
|
sprintf(msg,
|
|
"ScummVM printed some warnings in your console window and can't guarantee all your files have been converted.\n\n"
|
|
"Please report to the team.");
|
|
}
|
|
|
|
GUI::MessageDialog dialog1(msg);
|
|
dialog1.runModal();
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
void SaveLoad_br::doLoadGame(uint16 slot) {
|
|
// TODO: implement loadgame
|
|
return;
|
|
}
|
|
|
|
void SaveLoad_br::doSaveGame(uint16 slot, const char* name) {
|
|
// TODO: implement savegame
|
|
return;
|
|
}
|
|
|
|
void SaveLoad_br::getGamePartProgress(bool *complete, int size) {
|
|
assert(complete && size >= 3);
|
|
|
|
// TODO: implement progress loading
|
|
|
|
complete[0] = true;
|
|
complete[1] = true;
|
|
complete[2] = true;
|
|
}
|
|
|
|
void SaveLoad_br::setPartComplete(const char *part) {
|
|
// TODO: implement progress saving
|
|
}
|
|
|
|
} // namespace Parallaction
|