mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-14 05:38:56 +00:00
56f75b4c41
svn-id: r35884
396 lines
11 KiB
C++
396 lines
11 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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* $URL$
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* $Id$
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*
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*/
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#include <time.h> // for extended infos
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#include "common/config-manager.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "common/file.h"
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#include "graphics/thumbnail.h"
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#include "saga/saga.h"
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#include "saga/actor.h"
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#include "saga/events.h"
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#include "saga/interface.h"
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#include "saga/isomap.h"
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#include "saga/music.h"
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#include "saga/render.h"
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#include "saga/scene.h"
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#include "saga/script.h"
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#define CURRENT_SAGA_VER 7
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namespace Saga {
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static SaveFileData emptySlot = {
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"", 0
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};
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//TODO:
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// - delete savegame
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char* SagaEngine::calcSaveFileName(uint slotNumber) {
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static char name[MAX_FILE_NAME];
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sprintf(name, "%s.s%02d", _targetName.c_str(), slotNumber);
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return name;
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}
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SaveFileData *SagaEngine::getSaveFile(uint idx) {
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if (idx >= MAX_SAVES) {
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error("getSaveFileName wrong idx");
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}
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if (isSaveListFull()) {
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return &_saveFiles[_saveFilesCount - idx - 1];
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} else {
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if (!emptySlot.name[0])
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strcpy(emptySlot.name, getTextString(kTextNewSave));
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return (idx == 0) ? &emptySlot : &_saveFiles[_saveFilesCount - idx];
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}
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}
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bool SagaEngine::locateSaveFile(char *saveName, uint &titleNumber) {
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uint i;
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for (i = 0; i < _saveFilesCount; i++) {
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if (strcmp(saveName, _saveFiles[i].name) == 0) {
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if (isSaveListFull()) {
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titleNumber = _saveFilesCount - i - 1;
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} else {
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titleNumber = _saveFilesCount - i;
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}
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return true;
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}
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}
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return false;
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}
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uint SagaEngine::getNewSaveSlotNumber() {
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uint i, j;
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bool found;
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for (i = 0; i < MAX_SAVES; i++) {
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found = false;
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for (j = 0; j < _saveFilesCount; j++) {
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if (_saveFiles[j].slotNumber == i) {
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found = true;
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break;
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}
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}
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if (!found) {
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return i;
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}
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}
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error("getNewSaveSlotNumber save list is full");
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}
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void SagaEngine::fillSaveList() {
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int i;
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Common::InSaveFile *in;
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Common::StringList filenames;
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char slot[3];
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int slotNumber;
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char *name;
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name = calcSaveFileName(MAX_SAVES);
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name[strlen(name) - 2] = '*';
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name[strlen(name) - 1] = 0;
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filenames = _saveFileMan->listSavefiles(name);
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for (i = 0; i < MAX_SAVES; i++) {
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_saveFiles[i].name[0] = 0;
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_saveFiles[i].slotNumber = (uint)-1;
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}
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_saveFilesCount = 0;
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for (Common::StringList::iterator file = filenames.begin(); file != filenames.end(); file++){
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//Obtain the last 2 digits of the filename, since they correspond to the save slot
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slot[0] = file->c_str()[file->size()-2];
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slot[1] = file->c_str()[file->size()-1];
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slot[2] = 0;
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slotNumber = atoi(slot);
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if (slotNumber >= 0 && slotNumber < MAX_SAVES) {
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name = calcSaveFileName(slotNumber);
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if ((in = _saveFileMan->openForLoading(name)) != NULL) {
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_saveHeader.type = in->readUint32BE();
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_saveHeader.size = in->readUint32LE();
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_saveHeader.version = in->readUint32LE();
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in->read(_saveHeader.name, sizeof(_saveHeader.name));
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if (_saveHeader.type != MKID_BE('SAGA')) {
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warning("SagaEngine::load wrong save %s format", name);
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i++;
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continue;
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}
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strcpy(_saveFiles[_saveFilesCount].name, _saveHeader.name);
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_saveFiles[_saveFilesCount].slotNumber = slotNumber;
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delete in;
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_saveFilesCount++;
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}
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}
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}
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}
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void SagaEngine::save(const char *fileName, const char *saveName) {
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Common::OutSaveFile *out;
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char title[TITLESIZE];
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if (!(out = _saveFileMan->openForSaving(fileName))) {
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return;
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}
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_saveHeader.type = MKID_BE('SAGA');
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_saveHeader.size = 0;
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_saveHeader.version = CURRENT_SAGA_VER;
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// Note that IHNM has a smaller save title size than ITE
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// We allocate the ITE save title size here, to preserve
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// savegame backwards compatibility
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strncpy(_saveHeader.name, saveName, SAVE_TITLE_SIZE);
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out->writeUint32BE(_saveHeader.type);
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out->writeUint32LE(_saveHeader.size);
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out->writeUint32LE(_saveHeader.version);
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out->write(_saveHeader.name, sizeof(_saveHeader.name));
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// Original game title
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memset(title, 0, TITLESIZE);
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strncpy(title, _gameTitle.c_str(), TITLESIZE);
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out->write(title, TITLESIZE);
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// Thumbnail
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Graphics::saveThumbnail(*out);
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// Date / time
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tm curTime;
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_system->getTimeAndDate(curTime);
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uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
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uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
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out->writeUint32BE(saveDate);
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out->writeUint16BE(saveTime);
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// TODO: played time
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// Surrounding scene
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out->writeSint32LE(_scene->getOutsetSceneNumber());
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#ifdef ENABLE_IHNM
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if (getGameId() == GID_IHNM) {
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out->writeSint32LE(_scene->currentChapterNumber());
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// Protagonist
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out->writeSint32LE(_scene->currentProtag());
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out->writeSint32LE(_scene->getCurrentMusicTrack());
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out->writeSint32LE(_scene->getCurrentMusicRepeat());
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}
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#endif
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// Inset scene
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out->writeSint32LE(_scene->currentSceneNumber());
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#ifdef ENABLE_IHNM
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if (getGameId() == GID_IHNM) {
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out->writeUint32LE(_globalFlags);
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for (int i = 0; i < ARRAYSIZE(_ethicsPoints); i++)
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out->writeSint16LE(_ethicsPoints[i]);
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}
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#endif
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_interface->saveState(out);
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_actor->saveState(out);
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out->writeSint16LE(_script->_commonBufferSize);
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out->write(_script->_commonBuffer, _script->_commonBufferSize);
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// ISO map x, y coordinates for ITE
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if (getGameId() == GID_ITE) {
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out->writeSint16LE(_isoMap->getMapPosition().x);
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out->writeSint16LE(_isoMap->getMapPosition().y);
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}
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out->finalize();
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if (out->ioFailed())
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warning("Can't write file '%s'. (Disk full?)", fileName);
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delete out;
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}
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void SagaEngine::load(const char *fileName) {
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Common::InSaveFile *in;
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int commonBufferSize;
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int sceneNumber, insetSceneNumber;
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int mapx, mapy;
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char title[TITLESIZE];
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if (!(in = _saveFileMan->openForLoading(fileName))) {
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return;
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}
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_saveHeader.type = in->readUint32BE();
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_saveHeader.size = in->readUint32LE();
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_saveHeader.version = in->readUint32LE();
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in->read(_saveHeader.name, sizeof(_saveHeader.name));
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// Some older saves were not written in an endian safe fashion.
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// We try to detect this here by checking for extremly high version values.
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// If found, we retry with the data swapped.
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if (_saveHeader.version > 0xFFFFFF) {
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warning("This savegame is not endian safe, retrying with the data swapped");
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_saveHeader.version = SWAP_BYTES_32(_saveHeader.version);
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}
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debug(2, "Save version: %x", _saveHeader.version);
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if (_saveHeader.version < 4)
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warning("This savegame is not endian-safe. There may be problems");
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if (_saveHeader.type != MKID_BE('SAGA')) {
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error("SagaEngine::load wrong save game format");
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}
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if (_saveHeader.version > 4) {
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in->read(title, TITLESIZE);
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debug(0, "Save is for: %s", title);
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}
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if (_saveHeader.version >= 6) {
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// We don't need the thumbnail here, so just read it and discard it
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Graphics::Surface *thumbnail = new Graphics::Surface();
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assert(thumbnail);
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Graphics::loadThumbnail(*in, *thumbnail);
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delete thumbnail;
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thumbnail = 0;
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in->readUint32BE(); // save date
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in->readUint16BE(); // save time
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// TODO: played time
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}
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// Clear pending events here, and don't process queued music events
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_events->clearList(false);
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// Surrounding scene
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sceneNumber = in->readSint32LE();
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#ifdef ENABLE_IHNM
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if (getGameId() == GID_IHNM) {
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int currentChapter = _scene->currentChapterNumber();
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_scene->setChapterNumber(in->readSint32LE());
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_scene->setProtag(in->readSint32LE());
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if (_scene->currentChapterNumber() != currentChapter)
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_scene->changeScene(-2, 0, kTransitionFade, _scene->currentChapterNumber());
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_scene->setCurrentMusicTrack(in->readSint32LE());
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_scene->setCurrentMusicRepeat(in->readSint32LE());
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_music->stop();
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if (_scene->currentChapterNumber() == 8)
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_interface->setMode(kPanelChapterSelection);
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if (!(getFeatures() & GF_IHNM_DEMO)) {
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_music->play(_music->_songTable[_scene->getCurrentMusicTrack()], _scene->getCurrentMusicRepeat() ? MUSIC_LOOP : MUSIC_NORMAL);
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} else {
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_music->play(3, MUSIC_LOOP);
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}
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}
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#endif
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// Inset scene
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insetSceneNumber = in->readSint32LE();
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#ifdef ENABLE_IHNM
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if (getGameId() == GID_IHNM) {
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_globalFlags = in->readUint32LE();
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for (int i = 0; i < ARRAYSIZE(_ethicsPoints); i++)
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_ethicsPoints[i] = in->readSint16LE();
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}
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#endif
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_interface->loadState(in);
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_actor->loadState(in);
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commonBufferSize = in->readSint16LE();
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in->read(_script->_commonBuffer, commonBufferSize);
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if (getGameId() == GID_ITE) {
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mapx = in->readSint16LE();
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mapy = in->readSint16LE();
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_isoMap->setMapPosition(mapx, mapy);
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}
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// Note: the mapx, mapy ISO map positions were incorrectly saved
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// for IHNM too, which has no ISO map scenes, up to save version 6.
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// Since they're at the end of the savegame, we just ignore them
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delete in;
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// Mute volume to prevent outScene music play
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int volume = _music->getVolume();
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_music->setVolume(0);
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#ifdef ENABLE_IHNM
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// Protagonist swapping
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if (getGameId() == GID_IHNM) {
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if (_scene->currentProtag() != 0 && _scene->currentChapterNumber() != 6) {
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ActorData *actor1 = _actor->getFirstActor();
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ActorData *actor2;
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// The original gets actor2 from the current protagonist ID, but this is sometimes wrong
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// If the current protagonist ID is not correct, use the stored protagonist
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if (!_actor->validActorId(_scene->currentProtag())) {
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actor2 = _actor->_protagonist;
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} else {
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actor2 = _actor->getActor(_scene->currentProtag());
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}
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SWAP(actor1->_location, actor2->_location);
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actor2->_flags &= ~kProtagonist;
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actor1->_flags |= kProtagonist;
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_actor->_protagonist = _actor->_centerActor = actor1;
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_scene->setProtag(actor1->_id);
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}
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}
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#endif
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_scene->clearSceneQueue();
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_scene->changeScene(sceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade);
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_events->handleEvents(0); //dissolve backgrounds
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if (insetSceneNumber != sceneNumber) {
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_render->setFlag(RF_DISABLE_ACTORS);
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_scene->draw();
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_render->drawScene();
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_render->clearFlag(RF_DISABLE_ACTORS);
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_scene->changeScene(insetSceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade);
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}
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_music->setVolume(volume);
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_interface->draw();
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}
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} // End of namespace Saga
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