scummvm/engines/lab/savegame.cpp

250 lines
6.6 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 Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#include "common/savefile.h"
#include "common/translation.h"
#include "gui/message.h"
#include "gui/saveload.h"
#include "graphics/thumbnail.h"
#include "engines/savestate.h"
#include "lab/lab.h"
#include "lab/dispman.h"
#include "lab/eventman.h"
#include "lab/labsets.h"
#include "lab/music.h"
#include "lab/processroom.h"
#include "lab/tilepuzzle.h"
namespace Lab {
#define SAVEGAME_ID MKTAG('L', 'O', 'T', 'S')
#define SAVEGAME_VERSION 1
void LabEngine::writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName) {
out->writeUint32BE(SAVEGAME_ID);
// Write version
out->writeByte(SAVEGAME_VERSION);
// Write savegame name
out->writeString(saveName);
out->writeByte(0);
// Save the game thumbnail
Graphics::saveThumbnail(*out);
// Creation date/time
TimeDate curTime;
_system->getTimeAndDate(curTime);
uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
uint32 playTime = getTotalPlayTime() / 1000;
out->writeUint32BE(saveDate);
out->writeUint16BE(saveTime);
out->writeUint32BE(playTime);
}
bool readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header) {
uint32 id = in->readUint32BE();
// Check if it's a valid ScummVM savegame
if (id != SAVEGAME_ID)
return false;
// Read in the version
header._version = in->readByte();
// Check that the save version isn't newer than this binary
if (header._version > SAVEGAME_VERSION)
return false;
// Read in the save name
Common::String saveName;
char ch;
while ((ch = (char)in->readByte()) != '\0')
saveName += ch;
header._descr.setDescription(saveName);
// Get the thumbnail
header._descr.setThumbnail(Graphics::loadThumbnail(*in));
uint32 saveDate = in->readUint32BE();
uint16 saveTime = in->readUint16BE();
uint32 playTime = in->readUint32BE();
int day = (saveDate >> 24) & 0xFF;
int month = (saveDate >> 16) & 0xFF;
int year = saveDate & 0xFFFF;
header._descr.setSaveDate(year, month, day);
int hour = (saveTime >> 8) & 0xFF;
int minutes = saveTime & 0xFF;
header._descr.setSaveTime(hour, minutes);
header._descr.setPlayTime(playTime * 1000);
g_engine->setTotalPlayTime(playTime * 1000);
return true;
}
bool LabEngine::saveGame(int slot, const Common::String desc) {
Common::String fileName = generateSaveFileName(slot);
Common::SaveFileManager *saveFileManager = _system->getSavefileManager();
Common::OutSaveFile *file = saveFileManager->openForSaving(fileName);
if (!file)
return false;
// Load scene pic
CloseDataPtr closePtr = nullptr;
_graphics->readPict(getPictName(&closePtr));
writeSaveGameHeader(file, desc);
file->writeUint16LE(_roomNum);
file->writeUint16LE(getDirection());
file->writeUint16LE(getQuarters());
// Conditions
for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++)
file->writeUint16LE(_conditions->_array[i]);
// Rooms found
for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++)
file->writeUint16LE(_roomsFound->_array[i]);
_tilePuzzle->save(file);
// Breadcrumbs
for (uint i = 0; i < MAX_CRUMBS; i++) {
file->writeUint16LE(_breadCrumbs[i]._roomNum);
file->writeUint16LE(_breadCrumbs[i]._direction);
}
file->flush();
file->finalize();
delete file;
return true;
}
bool LabEngine::loadGame(int slot) {
Common::String fileName = generateSaveFileName(slot);
Common::SaveFileManager *saveFileManager = _system->getSavefileManager();
Common::InSaveFile *file = saveFileManager->openForLoading(fileName);
if (!file)
return false;
SaveGameHeader header;
readSaveGameHeader(file, header);
_roomNum = file->readUint16LE();
setDirection(file->readUint16LE());
setQuarters(file->readUint16LE());
// Conditions
for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++)
_conditions->_array[i] = file->readUint16LE();
// Rooms found
for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++)
_roomsFound->_array[i] = file->readUint16LE();
_tilePuzzle->load(file);
// Breadcrumbs
for (int i = 0; i < MAX_CRUMBS; i++) {
_breadCrumbs[i]._roomNum = file->readUint16LE();
_breadCrumbs[i]._direction = file->readUint16LE();
}
_droppingCrumbs = (_breadCrumbs[0]._roomNum != 0);
_followingCrumbs = false;
for (int i = 0; i < MAX_CRUMBS; i++) {
if (_breadCrumbs[i]._roomNum == 0)
break;
_numCrumbs = i;
}
delete file;
return true;
}
bool LabEngine::saveRestoreGame() {
bool isOK = false;
// The original had one screen for saving/loading. We have two.
// Ask the user which screen to use.
GUI::MessageDialog saveOrLoad(_("Would you like to save or restore a game?"), _("Save"), _("Restore"));
int choice = saveOrLoad.runModal();
if (choice == GUI::kMessageOK) {
// Save
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
int slot = dialog->runModalWithCurrentTarget();
if (slot >= 0) {
Common::String desc = dialog->getResultString();
if (desc.empty()) {
// create our own description for the saved game, the user didn't enter it
desc = dialog->createDefaultSaveDescription(slot);
}
isOK = saveGame(slot, desc);
}
delete dialog;
} else {
// Restore
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
int slot = dialog->runModalWithCurrentTarget();
if (slot >= 0) {
isOK = loadGame(slot);
if (isOK)
_music->resetMusic();
}
delete dialog;
}
_alternate = false;
_mainDisplay = true;
_event->initMouse();
_graphics->screenUpdate();
return isOK;
}
} // End of namespace Lab