scummvm/engines/bbvs/saveload.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
8.9 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 "bbvs/bbvs.h"
#include "bbvs/gamemodule.h"
#include "common/savefile.h"
#include "graphics/thumbnail.h"
namespace Bbvs {
WARN_UNUSED_RESULT BbvsEngine::kReadSaveHeaderError BbvsEngine::readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail) {
header.version = in->readUint32LE();
if (header.version > BBVS_SAVEGAME_VERSION)
return kRSHEInvalidVersion;
byte descriptionLen = in->readByte();
header.description = "";
while (descriptionLen--)
header.description += (char)in->readByte();
if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) {
return kRSHEIoError;
}
// Not used yet, reserved for future usage
header.gameID = in->readByte();
header.flags = in->readUint32LE();
header.saveDate = in->readUint32LE();
header.saveTime = in->readUint32LE();
header.playTime = in->readUint32LE();
return ((in->eos() || in->err()) ? kRSHEIoError : kRSHENoError);
}
void BbvsEngine::savegame(const char *filename, const char *description) {
Common::OutSaveFile *out;
if (!(out = _system->getSavefileManager()->openForSaving(filename))) {
warning("Can't create file '%s', game not saved", filename);
return;
}
TimeDate curTime;
_system->getTimeAndDate(curTime);
// Header start
out->writeUint32LE(BBVS_SAVEGAME_VERSION);
byte descriptionLen = strlen(description);
out->writeByte(descriptionLen);
out->write(description, descriptionLen);
Graphics::saveThumbnail(*out);
// Not used yet, reserved for future usage
out->writeByte(0);
out->writeUint32LE(0);
uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
uint32 playTime = g_engine->getTotalPlayTime() / 1000;
out->writeUint32LE(saveDate);
out->writeUint32LE(saveTime);
out->writeUint32LE(playTime);
// Header end
out->write(_snapshot, _snapshotStream->pos());
out->finalize();
delete out;
}
void BbvsEngine::loadgame(const char *filename) {
Common::InSaveFile *in;
if (!(in = _system->getSavefileManager()->openForLoading(filename))) {
warning("Can't open file '%s', game not loaded", filename);
return;
}
SaveHeader header;
kReadSaveHeaderError errorCode = readSaveHeader(in, header);
if (errorCode != kRSHENoError) {
warning("Error loading savegame '%s'", filename);
delete in;
return;
}
g_engine->setTotalPlayTime(header.playTime * 1000);
memset(_sceneObjects, 0, sizeof(_sceneObjects));
for (int i = 0; i < kSceneObjectsCount; ++i) {
_sceneObjects[i].walkDestPt.x = -1;
_sceneObjects[i].walkDestPt.y = -1;
}
_currSceneNum = 0;
_newSceneNum = in->readUint32LE();
initScene(false);
_prevSceneNum = in->readUint32LE();
_gameState = in->readUint32LE();
_mouseCursorSpriteIndex = in->readUint32LE();
_mousePos.x = in->readUint16LE();
_mousePos.y = in->readUint16LE();
_currVerbNum = in->readUint32LE();
_activeItemType = in->readUint32LE();
_activeItemIndex = in->readUint32LE();
_verbPos.x = in->readUint16LE();
_verbPos.y = in->readUint16LE();
_inventoryButtonIndex = in->readUint32LE();
_currInventoryItem = in->readUint32LE();
_currTalkObjectIndex = in->readUint32LE();
_currCameraNum = in->readUint32LE();
_cameraPos.x = in->readUint16LE();
_cameraPos.y = in->readUint16LE();
_newCameraPos.x = in->readUint16LE();
_newCameraPos.y = in->readUint16LE();
_dialogSlotCount = in->readUint32LE();
_walkMousePos.x = in->readUint16LE();
_walkMousePos.y = in->readUint16LE();
in->read(_backgroundSoundsActive, kSceneSoundsCount);
in->read(_inventoryItemStatus, kInventoryItemStatusCount);
in->read(_dialogItemStatus, kDialogItemStatusCount);
in->read(_gameVars, kGameVarsCount);
in->read(_sceneVisited, kSceneVisitedCount);
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
SceneObject *obj = &_sceneObjects[i];
obj->x = in->readUint32LE();
obj->y = in->readUint32LE();
obj->animIndex = in->readUint32LE();
obj->frameIndex = in->readUint32LE();
obj->frameTicks = in->readUint32LE();
obj->walkCount = in->readUint32LE();
obj->xIncr = in->readUint32LE();
obj->yIncr = in->readUint32LE();
obj->turnValue = in->readUint32LE();
obj->turnCount = in->readUint32LE();
obj->turnTicks = in->readUint32LE();
obj->walkDestPt.x = in->readUint16LE();
obj->walkDestPt.y = in->readUint16LE();
obj->anim = obj->animIndex > 0 ? _gameModule->getAnimation(obj->animIndex) : 0;
}
updateWalkableRects();
// Restart scene background sounds
for (int i = 0; i < _gameModule->getSceneSoundsCount(); ++i) {
if (_backgroundSoundsActive[i]) {
SceneSound *sceneSound = _gameModule->getSceneSound(i);
playSound(sceneSound->soundNum, true);
}
}
_currAction = 0;
_currActionCommandIndex = -1;
delete in;
}
Common::Error BbvsEngine::loadGameState(int slot) {
Common::String fileName = getSaveStateName(slot);
loadgame(fileName.c_str());
return Common::kNoError;
}
Common::Error BbvsEngine::saveGameState(int slot, const Common::String &description, bool isAutosave) {
Common::String fileName = getSaveStateName(slot);
savegame(fileName.c_str(), description.c_str());
return Common::kNoError;
}
Common::String BbvsEngine::getSavegameFilename(const Common::String &target, int num) {
assert(num >= 0 && num <= 999);
return Common::String::format("%s.%03d", target.c_str(), num);
}
bool BbvsEngine::existsSavegame(int num) {
return _system->getSavefileManager()->listSavefiles(getSavegameFilename(_targetName, num)).size() != 0;
}
void BbvsEngine::allocSnapshot() {
_snapshot = new byte[kSnapshotSize];
_snapshotStream = new Common::SeekableMemoryWriteStream(_snapshot, kSnapshotSize);
}
void BbvsEngine::freeSnapshot() {
delete _snapshotStream;
delete[] _snapshot;
}
void BbvsEngine::saveSnapshot() {
_hasSnapshot = true;
_snapshotStream->seek(0);
_snapshotStream->writeUint32LE(_currSceneNum);
_snapshotStream->writeUint32LE(_prevSceneNum);
_snapshotStream->writeUint32LE(_gameState);
_snapshotStream->writeUint32LE(_mouseCursorSpriteIndex);
_snapshotStream->writeUint16LE(_mousePos.x);
_snapshotStream->writeUint16LE(_mousePos.y);
_snapshotStream->writeUint32LE(_currVerbNum);
_snapshotStream->writeUint32LE(_activeItemType);
_snapshotStream->writeUint32LE(_activeItemIndex);
_snapshotStream->writeUint16LE(_verbPos.x);
_snapshotStream->writeUint16LE(_verbPos.y);
_snapshotStream->writeUint32LE(_inventoryButtonIndex);
_snapshotStream->writeUint32LE(_currInventoryItem);
_snapshotStream->writeUint32LE(_currTalkObjectIndex);
_snapshotStream->writeUint32LE(_currCameraNum);
_snapshotStream->writeUint16LE(_cameraPos.x);
_snapshotStream->writeUint16LE(_cameraPos.y);
_snapshotStream->writeUint16LE(_newCameraPos.x);
_snapshotStream->writeUint16LE(_newCameraPos.y);
_snapshotStream->writeUint32LE(_dialogSlotCount);
_snapshotStream->writeUint16LE(_walkMousePos.x);
_snapshotStream->writeUint16LE(_walkMousePos.y);
_snapshotStream->write(_backgroundSoundsActive, kSceneSoundsCount);
_snapshotStream->write(_inventoryItemStatus, kInventoryItemStatusCount);
_snapshotStream->write(_dialogItemStatus, kDialogItemStatusCount);
_snapshotStream->write(_gameVars, kGameVarsCount);
_snapshotStream->write(_sceneVisited, kSceneVisitedCount);
for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
SceneObject *obj = &_sceneObjects[i];
_snapshotStream->writeUint32LE(obj->x);
_snapshotStream->writeUint32LE(obj->y);
_snapshotStream->writeUint32LE(obj->animIndex);
_snapshotStream->writeUint32LE(obj->frameIndex);
_snapshotStream->writeUint32LE(obj->frameTicks);
_snapshotStream->writeUint32LE(obj->walkCount);
_snapshotStream->writeUint32LE(obj->xIncr);
_snapshotStream->writeUint32LE(obj->yIncr);
_snapshotStream->writeUint32LE(obj->turnValue);
_snapshotStream->writeUint32LE(obj->turnCount);
_snapshotStream->writeUint32LE(obj->turnTicks);
_snapshotStream->writeUint16LE(obj->walkDestPt.x);
_snapshotStream->writeUint16LE(obj->walkDestPt.y);
}
}
void BbvsEngine::writeContinueSavegame() {
if (_hasSnapshot) {
saveGameState(0, "Continue");
}
}
} // End of namespace Bbvs