scummvm/engines/cge2/saveload.cpp
Tomasz Długosz eaab877d66 JANITORIAL: fix the name of original author of cge and cge2
The first name is Janusz, not Janus.
The correct name was used in AUTHORS and credits.
In case of doubts, see his personal webpage: https://www.jbw.pl/ - name is in the page footer
2020-04-18 20:59:57 +02:00

282 lines
7.5 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 Janusz B. Wisniewski and L.K. Avalon
*/
#include "common/memstream.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"
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, bool isAutosave) {
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 = getSaveStateName(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 = getSaveStateName(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;
}
g_engine->setTotalPlayTime(saveHeader.playTime * 1000);
}
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);
out->writeUint32LE(g_engine->getTotalPlayTime() / 1000);
}
WARN_UNUSED_RESULT bool CGE2Engine::readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail) {
header.version = 0;
header.saveName.clear();
header.thumbnail = nullptr;
header.saveYear = 0;
header.saveMonth = 0;
header.saveDay = 0;
header.saveHour = 0;
header.saveMinutes = 0;
header.playTime = 0;
// Get the savegame version
header.version = in->readByte();
if (header.version > kSavegameVersion)
return false;
// Read in the string
char ch;
while ((ch = (char)in->readByte()) != '\0')
header.saveName += ch;
// Get the thumbnail
if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) {
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();
if (header.version >= 2) {
header.playTime = in->readUint32LE();
}
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));
}
}
} // End of namespace CGE2