scummvm/engines/startrek/saveload.cpp
Filippos Karapetis 878675cbd0 STARTREK: Simplify screen name code and add the "actions" debug command
- The screen name and map name code have been merged and simplified
- Some usage of SharedPtr has been adapted
- Duplicate code for loading the room map has been merged
- The "actions" command has been imported from the tools code
- Cleanup
2019-08-16 14:16:43 +03:00

427 lines
12 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.
*
*/
#include "gui/saveload.h"
#include "graphics/thumbnail.h"
#include "common/file.h"
#include "common/savefile.h"
#include "common/serializer.h"
#include "common/translation.h"
#include "startrek/room.h"
#include "startrek/startrek.h"
namespace StarTrek {
bool StarTrekEngine::showSaveMenu() {
GUI::SaveLoadChooser *dialog;
Common::String desc;
int slot;
dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
slot = dialog->runModalWithCurrentTarget();
desc = dialog->getResultString();
if (desc.empty()) {
// create our own description for the saved game, the user didnt enter it
desc = dialog->createDefaultSaveDescription(slot);
}
if (desc.size() > 28)
desc = Common::String(desc.c_str(), 28);
delete dialog;
if (slot < 0)
return true;
return saveGame(slot, desc);
}
bool StarTrekEngine::showLoadMenu() {
GUI::SaveLoadChooser *dialog;
int slot;
dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
slot = dialog->runModalWithCurrentTarget();
delete dialog;
if (slot < 0)
return true;
return loadGame(slot);
}
const uint32 CURRENT_SAVEGAME_VERSION = 0;
bool StarTrekEngine::saveGame(int slot, Common::String desc) {
Common::String filename = getSavegameFilename(slot);
Common::OutSaveFile *out;
if (!(out = _saveFileMan->openForSaving(filename))) {
warning("Can't create file '%s', game not saved", filename.c_str());
return false;
} else {
debug(3, "Successfully opened %s for writing", filename.c_str());
}
SavegameMetadata meta;
meta.version = CURRENT_SAVEGAME_VERSION;
memset(meta.description, 0, sizeof(meta.description));
strncpy(meta.description, desc.c_str(), SAVEGAME_DESCRIPTION_LEN);
TimeDate curTime;
_system->getTimeAndDate(curTime);
meta.setSaveTimeAndDate(curTime);
meta.playTime = g_engine->getTotalPlayTime();
if (!saveOrLoadMetadata(nullptr, out, &meta)) {
delete out;
return false;
}
if (!saveOrLoadGameData(nullptr, out, &meta)) {
delete out;
return false;
}
out->finalize();
delete out;
return true;
}
bool StarTrekEngine::loadGame(int slot) {
Common::String filename = getSavegameFilename(slot);
Common::InSaveFile *in;
if (!(in = _saveFileMan->openForLoading(filename))) {
warning("Can't open file '%s', game not loaded", filename.c_str());
return false;
} else {
debug(3, "Successfully opened %s for loading", filename.c_str());
}
SavegameMetadata meta;
if (!saveOrLoadMetadata(in, nullptr, &meta)) {
delete in;
return false;
}
if (meta.version > CURRENT_SAVEGAME_VERSION) {
delete in;
error("Savegame version (%u) is newer than current version (%u). A newer version of ScummVM is needed", meta.version, CURRENT_SAVEGAME_VERSION);
}
if (!saveOrLoadGameData(in, nullptr, &meta)) {
delete in;
return false;
}
delete in;
_lastGameMode = _gameMode;
if (_gameMode == GAMEMODE_AWAYMISSION) {
for (int i = 0; i < NUM_ACTORS; i++) {
Actor *a = &_actorList[i];
if (a->spriteDrawn) {
if (a->animType != 1)
a->animFile = SharedPtr<Common::MemoryReadStreamEndian>(loadFile(a->animFilename + ".anm"));
_gfx->addSprite(&a->sprite);
a->sprite.setBitmap(loadAnimationFrame(a->bitmapFilename, a->scale));
}
}
} else if (_gameMode == -1) {
initBridge(true);
_lastGameMode = GAMEMODE_BRIDGE;
// TODO: mode change
} else {
_txtFilename = _missionToLoad;
initBridge(false);
// TODO: mode change
}
return true;
}
bool StarTrekEngine::saveOrLoadGameData(Common::SeekableReadStream *in, Common::WriteStream *out, SavegameMetadata *meta) {
Common::Serializer ser(in, out);
if (ser.isLoading()) {
if (_lastGameMode == GAMEMODE_BRIDGE)
cleanupBridge();
else // Assume GAMEMODE_AWAYMISSION
unloadRoom();
}
ser.syncAsUint16LE(_gameMode);
// TODO: sub_1d8eb (save) / sub_1d958 (load) (probably bridge / space combat state)
Common::String midiFilename = _sound->_loadedMidiFilename;
ser.syncString(midiFilename);
ser.syncAsSint16LE(_sound->_loopingMidiTrack);
if (ser.isLoading()) {
if (midiFilename.empty())
_sound->clearAllMidiSlots();
else {
_sound->loadMusicFile(midiFilename);
_sound->playMidiMusicTracks(_sound->_loopingMidiTrack, _sound->_loopingMidiTrack);
}
}
ser.syncAsUint16LE(_frameIndex);
ser.syncAsUint16LE(_mouseControllingShip);
// TODO: word_45aa8
// TODO: word_45aaa
// TODO: word_45aac
// TODO: word_5082e
// TODO: dword_519b0
// TODO: word_45ab2
// TODO: word_45ab4
// TODO: word_45ab8
ser.syncString(_missionToLoad);
// TODO: word_4b032
// TODO: word_519bc
// TODO: word_45c5c
// TODO: unk_52afe
ser.syncString(_sound->_loopingAudioName);
if (ser.isLoading()) {
if (!_sound->_loopingAudioName.empty())
_sound->playVoc(_sound->_loopingAudioName);
}
// TODO: word_45a50
for (int i = 0; i < NUM_OBJECTS; i++) {
ser.syncAsByte(_itemList[i].have);
}
if (_gameMode == GAMEMODE_AWAYMISSION) {
ser.syncString(_missionName);
ser.syncAsSint16LE(_roomIndex);
if (ser.isLoading()) {
_gfx->fadeoutScreen();
_txtFilename = "ground";
// This must be done before loading the actor variables, since this clears
// them.
loadRoom(_missionName, _roomIndex);
}
ser.syncAsUint32LE(_roomFrameCounter);
ser.syncAsUint32LE(_frameIndex); // FIXME: redundant
byte filler = 0;
// Serialize the "actor" class
for (int i = 0; i < NUM_ACTORS; i++) {
Actor *a = &_actorList[i];
ser.syncAsUint16LE(a->spriteDrawn);
ser.syncString(a->animFilename);
if (a->bitmapFilename.size() < 15) {
filler = 0;
for (uint j = 0; j < 16 - a->animFilename.size() - 1; ++j)
ser.syncAsByte(filler); // make sure that exactly 16 bytes are synced
}
ser.syncAsUint16LE(a->animType);
a->sprite.saveLoadWithSerializer(ser);
ser.syncString(a->bitmapFilename);
if (a->bitmapFilename.size() < 9) {
filler = 0;
for (uint j = 0; j < 10 - a->bitmapFilename.size() - 1; ++j)
ser.syncAsByte(filler); // make sure that exactly 10 bytes are synced
}
a->scale.saveLoadWithSerializer(ser);
// Can't save "animFile" (will be reloaded)
ser.syncAsUint16LE(a->numAnimFrames);
ser.syncAsUint16LE(a->animFrame);
ser.syncAsUint32LE(a->frameToStartNextAnim);
ser.syncAsSint16LE(a->pos.x);
ser.syncAsSint16LE(a->pos.y);
ser.syncAsUint16LE(a->field60);
ser.syncAsUint16LE(a->field62);
ser.syncAsUint16LE(a->triggerActionWhenAnimFinished);
ser.syncAsUint16LE(a->finishedAnimActionParam);
ser.syncString(a->animationString2);
if (a->animationString2.size() < 7) {
filler = 0;
for (uint j = 0; j < 8 - a->animationString2.size() - 1; ++j)
ser.syncAsByte(filler); // make sure that exactly 8 bytes are synced
}
ser.syncAsUint16LE(a->field70);
ser.syncAsUint16LE(a->field72);
ser.syncAsUint16LE(a->field74);
ser.syncAsUint16LE(a->field76);
ser.syncAsSint16LE(a->iwSrcPosition);
ser.syncAsSint16LE(a->iwDestPosition);
a->granularPosX.saveLoadWithSerializer(ser);
a->granularPosY.saveLoadWithSerializer(ser);
a->speedX.saveLoadWithSerializer(ser);
a->speedY.saveLoadWithSerializer(ser);
ser.syncAsSint16LE(a->dest.x);
ser.syncAsSint16LE(a->dest.y);
ser.syncAsUint16LE(a->field90);
ser.syncAsByte(a->field92);
ser.syncAsByte(a->direction);
ser.syncAsUint16LE(a->field94);
ser.syncAsUint16LE(a->field96);
ser.syncString(a->animationString);
if (a->animationString.size() < 9) {
filler = 0;
for (uint j = 0; j < 10 - a->animationString.size() - 1; ++j)
ser.syncAsByte(filler); // make sure that exactly 10 bytes are synced
}
ser.syncAsUint16LE(a->fielda2);
ser.syncAsUint16LE(a->fielda4);
ser.syncAsUint16LE(a->fielda6);
}
Common::String unused = getScreenName();
ser.syncString(unused);
// Away mission struct
for (int i = 0; i < 8; i++)
ser.syncAsSint16LE(_awayMission.timers[i]);
ser.syncAsSint16LE(_awayMission.mouseX);
ser.syncAsSint16LE(_awayMission.mouseY);
for (int i = 0; i < 4; i++)
ser.syncAsSint16LE(_awayMission.crewGetupTimers[i]);
ser.syncAsByte(_awayMission.disableWalking);
ser.syncAsByte(_awayMission.disableInput);
ser.syncAsByte(_awayMission.redshirtDead);
ser.syncAsByte(_awayMission.activeAction);
ser.syncAsByte(_awayMission.activeObject);
ser.syncAsByte(_awayMission.passiveObject);
ser.syncAsByte(_awayMission.rdfStillDoDefaultAction);
ser.syncAsByte(_awayMission.crewDownBitset);
for (int i = 0; i < 4; i++)
ser.syncAsByte(_awayMission.crewDirectionsAfterWalk[i]);
if (_missionName == "DEMON") {
_awayMission.demon.saveLoadWithSerializer(ser);
_room->_roomVar.demon.saveLoadWithSerializer(ser);
} else if (_missionName == "TUG") {
_awayMission.tug.saveLoadWithSerializer(ser);
_room->_roomVar.tug.saveLoadWithSerializer(ser);
} else if (_missionName == "LOVE") {
_awayMission.love.saveLoadWithSerializer(ser);
_room->_roomVar.love.saveLoadWithSerializer(ser);
} else if (_missionName == "MUDD") {
_awayMission.mudd.saveLoadWithSerializer(ser);
_room->_roomVar.mudd.saveLoadWithSerializer(ser);
} else if (_missionName == "FEATHER") {
_awayMission.feather.saveLoadWithSerializer(ser);
_room->_roomVar.feather.saveLoadWithSerializer(ser);
} else if (_missionName == "TRIAL") {
_awayMission.trial.saveLoadWithSerializer(ser);
_room->_roomVar.trial.saveLoadWithSerializer(ser);
} else if (_missionName == "SINS") {
_awayMission.sins.saveLoadWithSerializer(ser);
_room->_roomVar.sins.saveLoadWithSerializer(ser);
} else if (_missionName == "VENG") {
_awayMission.veng.saveLoadWithSerializer(ser);
_room->_roomVar.veng.saveLoadWithSerializer(ser);
}
// The action queue
if (ser.isLoading()) {
_actionQueue = Common::Queue<Action>();
int16 n = 0;
ser.syncAsSint16LE(n);
for (int i = 0; i < n; i++) {
Action a;
a.saveLoadWithSerializer(ser);
_actionQueue.push(a);
}
} else { // Saving
int16 n = _actionQueue.size();
ser.syncAsSint16LE(n);
for (int i = 0; i < n; i++) {
Action a = _actionQueue.pop();
a.saveLoadWithSerializer(ser);
_actionQueue.push(a);
}
}
// Original game located changes in RDF files and saved them. Since RDF files
// aren't modified directly here, that's skipped.
ser.syncAsSint16LE(_objectHasWalkPosition);
ser.syncAsSint16LE(_objectWalkPosition.x);
ser.syncAsSint16LE(_objectWalkPosition.y);
for (int i = 0; i < MAX_BUFFERED_WALK_ACTIONS; i++) {
_actionOnWalkCompletion[i].saveLoadWithSerializer(ser);
ser.syncAsByte(_actionOnWalkCompletionInUse[i]);
}
ser.syncAsSint16LE(_warpHotspotsActive);
}
return true;
}
Common::String StarTrekEngine::getSavegameFilename(int slotId) const {
Common::String saveLoadSlot = _targetName;
saveLoadSlot += Common::String::format(".%.3d", slotId);
return saveLoadSlot;
}
// Static function (reused in detection.cpp)
bool saveOrLoadMetadata(Common::SeekableReadStream *in, Common::WriteStream *out, SavegameMetadata *meta) {
Common::Serializer ser(in, out);
ser.syncAsUint32LE(meta->version);
ser.syncBytes((byte *)meta->description, SAVEGAME_DESCRIPTION_LEN + 1);
// Thumbnail
if (ser.isLoading()) {
if (!::Graphics::loadThumbnail(*in, meta->thumbnail))
meta->thumbnail = nullptr;
} else
::Graphics::saveThumbnail(*out);
// Creation date/time
ser.syncAsUint32LE(meta->saveDate);
debugC(5, kDebugSavegame, "Save date: %d", meta->saveDate);
ser.syncAsUint16LE(meta->saveTime);
debugC(5, kDebugSavegame, "Save time: %d", meta->saveTime);
ser.syncAsByte(meta->saveTimeSecs); // write seconds of save time as well
ser.syncAsUint32LE(meta->playTime);
debugC(5, kDebugSavegame, "Play time: %d", meta->playTime);
return true;
}
} // End of namespace StarTrek