scummvm/engines/lab/savegame.cpp
Paul Gilbert 9f175c4053 ENGINES: Cleanup of savegame filenames generation
This removes filename methods when it matched the Engine method.
Secondly, ensuring there was an overriden getSaveStateName method
for engines that didn't do the standard target.00x save filenames
2020-02-16 15:44:28 -08:00

270 lines
7.0 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 Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#include "common/savefile.h"
#include "common/translation.h"
#include "gui/message.h"
#include "gui/saveload.h"
#include "graphics/thumbnail.h"
#include "engines/savestate.h"
#include "lab/lab.h"
#include "lab/dispman.h"
#include "lab/eventman.h"
#include "lab/labsets.h"
#include "lab/music.h"
#include "lab/processroom.h"
#include "lab/speciallocks.h"
namespace Lab {
#define SAVEGAME_ID MKTAG('L', 'O', 'T', 'S')
#define SAVEGAME_VERSION 1
void LabEngine::writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName) {
out->writeUint32BE(SAVEGAME_ID);
// Write version
out->writeByte(SAVEGAME_VERSION);
// Write savegame name
out->writeString(saveName);
out->writeByte(0);
// Save the game thumbnail
Graphics::saveThumbnail(*out);
// Creation date/time
TimeDate curTime;
_system->getTimeAndDate(curTime);
uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
uint32 playTime = getTotalPlayTime() / 1000;
out->writeUint32BE(saveDate);
out->writeUint16BE(saveTime);
out->writeUint32BE(playTime);
}
WARN_UNUSED_RESULT bool readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header, bool skipThumbnail) {
uint32 id = in->readUint32BE();
// Check if it's a valid ScummVM savegame
if (id != SAVEGAME_ID)
return false;
// Read in the version
header._version = in->readByte();
// Check that the save version isn't newer than this binary
if (header._version > SAVEGAME_VERSION)
return false;
// Read in the save name
Common::String saveName;
char ch;
while ((ch = (char)in->readByte()) != '\0')
saveName += ch;
header._descr.setDescription(saveName);
// Get the thumbnail
Graphics::Surface *thumbnail = nullptr;
if (!Graphics::loadThumbnail(*in, thumbnail, skipThumbnail)) {
return false;
}
header._descr.setThumbnail(thumbnail);
uint32 saveDate = in->readUint32BE();
uint16 saveTime = in->readUint16BE();
uint32 playTime = in->readUint32BE();
int day = (saveDate >> 24) & 0xFF;
int month = (saveDate >> 16) & 0xFF;
int year = saveDate & 0xFFFF;
header._descr.setSaveDate(year, month, day);
int hour = (saveTime >> 8) & 0xFF;
int minutes = saveTime & 0xFF;
header._descr.setSaveTime(hour, minutes);
header._descr.setPlayTime(playTime * 1000);
if (g_engine)
g_engine->setTotalPlayTime(playTime * 1000);
return true;
}
bool LabEngine::saveGame(int slot, const Common::String desc) {
Common::String fileName = getSaveStateName(slot);
Common::SaveFileManager *saveFileManager = _system->getSavefileManager();
Common::OutSaveFile *file = saveFileManager->openForSaving(fileName);
if (!file)
return false;
// Load scene pic
_graphics->readPict(getPictName(false));
writeSaveGameHeader(file, desc);
file->writeUint16LE(_roomNum);
file->writeUint16LE(getDirection());
file->writeUint16LE(getQuarters());
// Conditions
for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++)
file->writeUint16LE(_conditions->_array[i]);
// Rooms found
for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++)
file->writeUint16LE(_roomsFound->_array[i]);
_specialLocks->save(file);
// Breadcrumbs
for (uint i = 0; i < MAX_CRUMBS; i++) {
file->writeUint16LE(_breadCrumbs[i]._crumbRoomNum);
file->writeUint16LE(_breadCrumbs[i]._crumbDirection);
}
file->flush();
file->finalize();
delete file;
_mainDisplay = true;
_alternate = false;
_event->simulateEvent();
_graphics->screenUpdate();
return true;
}
bool LabEngine::loadGame(int slot) {
Common::String fileName = getSaveStateName(slot);
Common::SaveFileManager *saveFileManager = _system->getSavefileManager();
Common::InSaveFile *file = saveFileManager->openForLoading(fileName);
if (!file)
return false;
SaveGameHeader header;
if (!readSaveGameHeader(file, header)) {
delete file;
return false;
}
_roomNum = file->readUint16LE();
_music->checkRoomMusic(1, _roomNum);
_direction = file->readUint16LE();
setQuarters(file->readUint16LE());
// Conditions
for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++)
_conditions->_array[i] = file->readUint16LE();
// Rooms found
for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++)
_roomsFound->_array[i] = file->readUint16LE();
_specialLocks->load(file);
// Breadcrumbs
for (int i = 0; i < MAX_CRUMBS; i++) {
_breadCrumbs[i]._crumbRoomNum = file->readUint16LE();
_breadCrumbs[i]._crumbDirection = file->readUint16LE();
}
_droppingCrumbs = (_breadCrumbs[0]._crumbRoomNum != 0);
_followingCrumbs = false;
for (int i = 0; i < MAX_CRUMBS; i++) {
if (_breadCrumbs[i]._crumbRoomNum == 0)
break;
_numCrumbs = i;
}
delete file;
_curFileName = " ";
_closeDataPtr = nullptr;
_followingCrumbs = false;
_graphics->_longWinInFront = false;
_event->initMouse();
_mainDisplay = true;
_alternate = false;
_event->simulateEvent();
_graphics->screenUpdate();
return true;
}
bool LabEngine::saveRestoreGame() {
bool isOK = false;
// The original had one screen for saving/loading. We have two.
// Ask the user which screen to use.
GUI::MessageDialog saveOrLoad(_("Would you like to save or restore a game?"), _("Save"), _("Restore"));
int choice = saveOrLoad.runModal();
if (choice == GUI::kMessageOK) {
// Save
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
int slot = dialog->runModalWithCurrentTarget();
if (slot >= 0) {
Common::String desc = dialog->getResultString();
if (desc.empty()) {
// create our own description for the saved game, the user didn't enter it
desc = dialog->createDefaultSaveDescription(slot);
}
isOK = saveGame(slot, desc);
}
delete dialog;
} else {
// Restore
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
int slot = dialog->runModalWithCurrentTarget();
if (slot >= 0) {
isOK = loadGame(slot);
}
delete dialog;
}
return isOK;
}
} // End of namespace Lab