mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 01:39:57 +00:00
878675cbd0
- 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
427 lines
12 KiB
C++
427 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "gui/saveload.h"
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#include "graphics/thumbnail.h"
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#include "common/file.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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#include "common/translation.h"
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#include "startrek/room.h"
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#include "startrek/startrek.h"
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namespace StarTrek {
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bool StarTrekEngine::showSaveMenu() {
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GUI::SaveLoadChooser *dialog;
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Common::String desc;
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int slot;
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dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
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slot = dialog->runModalWithCurrentTarget();
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desc = dialog->getResultString();
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if (desc.empty()) {
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// create our own description for the saved game, the user didnt enter it
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desc = dialog->createDefaultSaveDescription(slot);
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}
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if (desc.size() > 28)
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desc = Common::String(desc.c_str(), 28);
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delete dialog;
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if (slot < 0)
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return true;
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return saveGame(slot, desc);
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}
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bool StarTrekEngine::showLoadMenu() {
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GUI::SaveLoadChooser *dialog;
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int slot;
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dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
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slot = dialog->runModalWithCurrentTarget();
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delete dialog;
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if (slot < 0)
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return true;
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return loadGame(slot);
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}
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const uint32 CURRENT_SAVEGAME_VERSION = 0;
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bool StarTrekEngine::saveGame(int slot, Common::String desc) {
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Common::String filename = getSavegameFilename(slot);
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Common::OutSaveFile *out;
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if (!(out = _saveFileMan->openForSaving(filename))) {
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warning("Can't create file '%s', game not saved", filename.c_str());
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return false;
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} else {
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debug(3, "Successfully opened %s for writing", filename.c_str());
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}
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SavegameMetadata meta;
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meta.version = CURRENT_SAVEGAME_VERSION;
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memset(meta.description, 0, sizeof(meta.description));
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strncpy(meta.description, desc.c_str(), SAVEGAME_DESCRIPTION_LEN);
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TimeDate curTime;
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_system->getTimeAndDate(curTime);
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meta.setSaveTimeAndDate(curTime);
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meta.playTime = g_engine->getTotalPlayTime();
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if (!saveOrLoadMetadata(nullptr, out, &meta)) {
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delete out;
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return false;
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}
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if (!saveOrLoadGameData(nullptr, out, &meta)) {
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delete out;
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return false;
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}
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out->finalize();
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delete out;
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return true;
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}
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bool StarTrekEngine::loadGame(int slot) {
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Common::String filename = getSavegameFilename(slot);
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Common::InSaveFile *in;
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if (!(in = _saveFileMan->openForLoading(filename))) {
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warning("Can't open file '%s', game not loaded", filename.c_str());
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return false;
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} else {
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debug(3, "Successfully opened %s for loading", filename.c_str());
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}
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SavegameMetadata meta;
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if (!saveOrLoadMetadata(in, nullptr, &meta)) {
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delete in;
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return false;
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}
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if (meta.version > CURRENT_SAVEGAME_VERSION) {
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delete in;
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error("Savegame version (%u) is newer than current version (%u). A newer version of ScummVM is needed", meta.version, CURRENT_SAVEGAME_VERSION);
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}
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if (!saveOrLoadGameData(in, nullptr, &meta)) {
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delete in;
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return false;
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}
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delete in;
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_lastGameMode = _gameMode;
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if (_gameMode == GAMEMODE_AWAYMISSION) {
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for (int i = 0; i < NUM_ACTORS; i++) {
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Actor *a = &_actorList[i];
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if (a->spriteDrawn) {
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if (a->animType != 1)
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a->animFile = SharedPtr<Common::MemoryReadStreamEndian>(loadFile(a->animFilename + ".anm"));
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_gfx->addSprite(&a->sprite);
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a->sprite.setBitmap(loadAnimationFrame(a->bitmapFilename, a->scale));
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}
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}
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} else if (_gameMode == -1) {
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initBridge(true);
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_lastGameMode = GAMEMODE_BRIDGE;
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// TODO: mode change
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} else {
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_txtFilename = _missionToLoad;
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initBridge(false);
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// TODO: mode change
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}
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return true;
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}
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bool StarTrekEngine::saveOrLoadGameData(Common::SeekableReadStream *in, Common::WriteStream *out, SavegameMetadata *meta) {
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Common::Serializer ser(in, out);
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if (ser.isLoading()) {
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if (_lastGameMode == GAMEMODE_BRIDGE)
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cleanupBridge();
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else // Assume GAMEMODE_AWAYMISSION
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unloadRoom();
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}
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ser.syncAsUint16LE(_gameMode);
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// TODO: sub_1d8eb (save) / sub_1d958 (load) (probably bridge / space combat state)
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Common::String midiFilename = _sound->_loadedMidiFilename;
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ser.syncString(midiFilename);
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ser.syncAsSint16LE(_sound->_loopingMidiTrack);
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if (ser.isLoading()) {
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if (midiFilename.empty())
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_sound->clearAllMidiSlots();
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else {
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_sound->loadMusicFile(midiFilename);
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_sound->playMidiMusicTracks(_sound->_loopingMidiTrack, _sound->_loopingMidiTrack);
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}
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}
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ser.syncAsUint16LE(_frameIndex);
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ser.syncAsUint16LE(_mouseControllingShip);
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// TODO: word_45aa8
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// TODO: word_45aaa
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// TODO: word_45aac
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// TODO: word_5082e
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// TODO: dword_519b0
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// TODO: word_45ab2
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// TODO: word_45ab4
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// TODO: word_45ab8
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ser.syncString(_missionToLoad);
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// TODO: word_4b032
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// TODO: word_519bc
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// TODO: word_45c5c
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// TODO: unk_52afe
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ser.syncString(_sound->_loopingAudioName);
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if (ser.isLoading()) {
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if (!_sound->_loopingAudioName.empty())
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_sound->playVoc(_sound->_loopingAudioName);
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}
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// TODO: word_45a50
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for (int i = 0; i < NUM_OBJECTS; i++) {
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ser.syncAsByte(_itemList[i].have);
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}
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if (_gameMode == GAMEMODE_AWAYMISSION) {
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ser.syncString(_missionName);
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ser.syncAsSint16LE(_roomIndex);
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if (ser.isLoading()) {
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_gfx->fadeoutScreen();
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_txtFilename = "ground";
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// This must be done before loading the actor variables, since this clears
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// them.
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loadRoom(_missionName, _roomIndex);
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}
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ser.syncAsUint32LE(_roomFrameCounter);
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ser.syncAsUint32LE(_frameIndex); // FIXME: redundant
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byte filler = 0;
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// Serialize the "actor" class
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for (int i = 0; i < NUM_ACTORS; i++) {
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Actor *a = &_actorList[i];
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ser.syncAsUint16LE(a->spriteDrawn);
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ser.syncString(a->animFilename);
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if (a->bitmapFilename.size() < 15) {
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filler = 0;
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for (uint j = 0; j < 16 - a->animFilename.size() - 1; ++j)
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ser.syncAsByte(filler); // make sure that exactly 16 bytes are synced
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}
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ser.syncAsUint16LE(a->animType);
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a->sprite.saveLoadWithSerializer(ser);
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ser.syncString(a->bitmapFilename);
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if (a->bitmapFilename.size() < 9) {
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filler = 0;
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for (uint j = 0; j < 10 - a->bitmapFilename.size() - 1; ++j)
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ser.syncAsByte(filler); // make sure that exactly 10 bytes are synced
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}
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a->scale.saveLoadWithSerializer(ser);
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// Can't save "animFile" (will be reloaded)
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ser.syncAsUint16LE(a->numAnimFrames);
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ser.syncAsUint16LE(a->animFrame);
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ser.syncAsUint32LE(a->frameToStartNextAnim);
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ser.syncAsSint16LE(a->pos.x);
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ser.syncAsSint16LE(a->pos.y);
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ser.syncAsUint16LE(a->field60);
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ser.syncAsUint16LE(a->field62);
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ser.syncAsUint16LE(a->triggerActionWhenAnimFinished);
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ser.syncAsUint16LE(a->finishedAnimActionParam);
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ser.syncString(a->animationString2);
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if (a->animationString2.size() < 7) {
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filler = 0;
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for (uint j = 0; j < 8 - a->animationString2.size() - 1; ++j)
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ser.syncAsByte(filler); // make sure that exactly 8 bytes are synced
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}
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ser.syncAsUint16LE(a->field70);
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ser.syncAsUint16LE(a->field72);
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ser.syncAsUint16LE(a->field74);
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ser.syncAsUint16LE(a->field76);
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ser.syncAsSint16LE(a->iwSrcPosition);
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ser.syncAsSint16LE(a->iwDestPosition);
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a->granularPosX.saveLoadWithSerializer(ser);
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a->granularPosY.saveLoadWithSerializer(ser);
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a->speedX.saveLoadWithSerializer(ser);
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a->speedY.saveLoadWithSerializer(ser);
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ser.syncAsSint16LE(a->dest.x);
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ser.syncAsSint16LE(a->dest.y);
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ser.syncAsUint16LE(a->field90);
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ser.syncAsByte(a->field92);
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ser.syncAsByte(a->direction);
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ser.syncAsUint16LE(a->field94);
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ser.syncAsUint16LE(a->field96);
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ser.syncString(a->animationString);
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if (a->animationString.size() < 9) {
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filler = 0;
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for (uint j = 0; j < 10 - a->animationString.size() - 1; ++j)
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ser.syncAsByte(filler); // make sure that exactly 10 bytes are synced
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}
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ser.syncAsUint16LE(a->fielda2);
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ser.syncAsUint16LE(a->fielda4);
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ser.syncAsUint16LE(a->fielda6);
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}
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Common::String unused = getScreenName();
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ser.syncString(unused);
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// Away mission struct
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for (int i = 0; i < 8; i++)
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ser.syncAsSint16LE(_awayMission.timers[i]);
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ser.syncAsSint16LE(_awayMission.mouseX);
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ser.syncAsSint16LE(_awayMission.mouseY);
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for (int i = 0; i < 4; i++)
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ser.syncAsSint16LE(_awayMission.crewGetupTimers[i]);
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ser.syncAsByte(_awayMission.disableWalking);
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ser.syncAsByte(_awayMission.disableInput);
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ser.syncAsByte(_awayMission.redshirtDead);
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ser.syncAsByte(_awayMission.activeAction);
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ser.syncAsByte(_awayMission.activeObject);
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ser.syncAsByte(_awayMission.passiveObject);
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ser.syncAsByte(_awayMission.rdfStillDoDefaultAction);
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ser.syncAsByte(_awayMission.crewDownBitset);
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for (int i = 0; i < 4; i++)
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ser.syncAsByte(_awayMission.crewDirectionsAfterWalk[i]);
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if (_missionName == "DEMON") {
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_awayMission.demon.saveLoadWithSerializer(ser);
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_room->_roomVar.demon.saveLoadWithSerializer(ser);
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} else if (_missionName == "TUG") {
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_awayMission.tug.saveLoadWithSerializer(ser);
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_room->_roomVar.tug.saveLoadWithSerializer(ser);
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} else if (_missionName == "LOVE") {
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_awayMission.love.saveLoadWithSerializer(ser);
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_room->_roomVar.love.saveLoadWithSerializer(ser);
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} else if (_missionName == "MUDD") {
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_awayMission.mudd.saveLoadWithSerializer(ser);
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_room->_roomVar.mudd.saveLoadWithSerializer(ser);
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} else if (_missionName == "FEATHER") {
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_awayMission.feather.saveLoadWithSerializer(ser);
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_room->_roomVar.feather.saveLoadWithSerializer(ser);
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} else if (_missionName == "TRIAL") {
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_awayMission.trial.saveLoadWithSerializer(ser);
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_room->_roomVar.trial.saveLoadWithSerializer(ser);
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} else if (_missionName == "SINS") {
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_awayMission.sins.saveLoadWithSerializer(ser);
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_room->_roomVar.sins.saveLoadWithSerializer(ser);
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} else if (_missionName == "VENG") {
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_awayMission.veng.saveLoadWithSerializer(ser);
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_room->_roomVar.veng.saveLoadWithSerializer(ser);
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}
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// The action queue
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if (ser.isLoading()) {
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_actionQueue = Common::Queue<Action>();
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int16 n = 0;
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ser.syncAsSint16LE(n);
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for (int i = 0; i < n; i++) {
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Action a;
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a.saveLoadWithSerializer(ser);
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_actionQueue.push(a);
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}
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} else { // Saving
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int16 n = _actionQueue.size();
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ser.syncAsSint16LE(n);
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for (int i = 0; i < n; i++) {
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Action a = _actionQueue.pop();
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a.saveLoadWithSerializer(ser);
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_actionQueue.push(a);
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}
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}
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// Original game located changes in RDF files and saved them. Since RDF files
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// aren't modified directly here, that's skipped.
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ser.syncAsSint16LE(_objectHasWalkPosition);
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ser.syncAsSint16LE(_objectWalkPosition.x);
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ser.syncAsSint16LE(_objectWalkPosition.y);
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for (int i = 0; i < MAX_BUFFERED_WALK_ACTIONS; i++) {
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_actionOnWalkCompletion[i].saveLoadWithSerializer(ser);
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ser.syncAsByte(_actionOnWalkCompletionInUse[i]);
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}
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ser.syncAsSint16LE(_warpHotspotsActive);
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}
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return true;
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}
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Common::String StarTrekEngine::getSavegameFilename(int slotId) const {
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Common::String saveLoadSlot = _targetName;
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saveLoadSlot += Common::String::format(".%.3d", slotId);
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return saveLoadSlot;
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}
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// Static function (reused in detection.cpp)
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bool saveOrLoadMetadata(Common::SeekableReadStream *in, Common::WriteStream *out, SavegameMetadata *meta) {
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Common::Serializer ser(in, out);
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ser.syncAsUint32LE(meta->version);
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ser.syncBytes((byte *)meta->description, SAVEGAME_DESCRIPTION_LEN + 1);
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// Thumbnail
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if (ser.isLoading()) {
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if (!::Graphics::loadThumbnail(*in, meta->thumbnail))
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meta->thumbnail = nullptr;
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} else
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::Graphics::saveThumbnail(*out);
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// Creation date/time
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ser.syncAsUint32LE(meta->saveDate);
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debugC(5, kDebugSavegame, "Save date: %d", meta->saveDate);
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ser.syncAsUint16LE(meta->saveTime);
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debugC(5, kDebugSavegame, "Save time: %d", meta->saveTime);
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ser.syncAsByte(meta->saveTimeSecs); // write seconds of save time as well
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ser.syncAsUint32LE(meta->playTime);
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debugC(5, kDebugSavegame, "Play time: %d", meta->playTime);
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return true;
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}
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} // End of namespace StarTrek
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