scummvm/engines/prince/saveload.cpp
Adrian Frühwirth 589f0f8750 PRINCE: Use ScummVM save/load dialogs
The original option dialogs do not seem to be implemented yet so we
always show the ScummVM ones when using the save/load hotkeys for now.

This partly fixes Trac#9866.
2018-05-06 02:26:28 +02:00

474 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 "prince/prince.h"
#include "prince/graphics.h"
#include "prince/flags.h"
#include "prince/script.h"
#include "prince/hero.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/config-manager.h"
#include "common/memstream.h"
#include "common/translation.h"
#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "graphics/palette.h"
#include "graphics/scaler.h"
#include "gui/saveload.h"
namespace Prince {
#define kSavegameVersion 1
class InterpreterFlags;
class Interpreter;
bool PrinceEngine::scummVMSaveLoadDialog(bool isSave) {
GUI::SaveLoadChooser *dialog;
Common::String desc;
int slot;
if (isSave) {
dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
slot = dialog->runModalWithCurrentTarget();
desc = dialog->getResultString();
if (desc.empty()) {
desc = dialog->createDefaultSaveDescription(slot);
}
} else {
dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
slot = dialog->runModalWithCurrentTarget();
}
delete dialog;
if (slot < 0)
return false;
if (isSave) {
return saveGameState(slot, desc).getCode() == Common::kNoError;
} else {
return loadGameState(slot).getCode() == Common::kNoError;
}
}
WARN_UNUSED_RESULT bool PrinceEngine::readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail) {
header.version = 0;
header.saveName.clear();
header.thumbnail = nullptr;
header.saveYear = 0;
header.saveMonth = 0;
header.saveDay = 0;
header.saveHour = 0;
header.saveMinutes = 0;
header.playTime = 0;
// Get the savegame version
header.version = in->readByte();
if (header.version > kSavegameVersion)
return false;
// Read in the string
char ch;
while ((ch = (char)in->readByte()) != '\0')
header.saveName += ch;
// Get the thumbnail
if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) {
return false;
}
// Read in save date/time
header.saveYear = in->readSint16LE();
header.saveMonth = in->readSint16LE();
header.saveDay = in->readSint16LE();
header.saveHour = in->readSint16LE();
header.saveMinutes = in->readSint16LE();
header.playTime = in->readUint32LE();
return true;
}
bool PrinceEngine::canSaveGameStateCurrently() {
if (_mouseFlag && _mouseFlag != 3) {
if (_mainHero->_visible) {
// 29 - Basement
if (_locationNr != 29) {
// No dialog box and not in inventory
if (!_dialogFlag && !_showInventoryFlag) {
return true;
}
}
}
}
return false;
}
bool PrinceEngine::canLoadGameStateCurrently() {
if (_mouseFlag && _mouseFlag != 3) {
if (_mainHero->_visible) {
// 29 - Basement
if (_locationNr != 29) {
// No dialog box and not in inventory
if (!_dialogFlag && !_showInventoryFlag) {
return true;
}
}
}
}
return false;
}
Common::Error PrinceEngine::saveGameState(int slot, const Common::String &desc) {
// Set up the serializer
Common::String slotName = generateSaveName(slot);
Common::OutSaveFile *saveFile = g_system->getSavefileManager()->openForSaving(slotName);
// Write out the ScummVM savegame header
SavegameHeader header;
header.saveName = desc;
header.version = kSavegameVersion;
writeSavegameHeader(saveFile, header);
// Write out the data of the savegame
syncGame(nullptr, saveFile);
// Finish writing out game data
saveFile->finalize();
delete saveFile;
return Common::kNoError;
}
Common::String PrinceEngine::generateSaveName(int slot) {
return Common::String::format("%s.%03d", _targetName.c_str(), slot);
}
void PrinceEngine::writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header) {
// Write out a savegame header
out->write(kSavegameStr, kSavegameStrSize + 1);
out->writeByte(kSavegameVersion);
// Write savegame name
out->write(header.saveName.c_str(), header.saveName.size() + 1);
// Get the active palette
uint8 thumbPalette[256 * 3];
_system->getPaletteManager()->grabPalette(thumbPalette, 0, 256);
// Create a thumbnail and save it
Graphics::Surface *thumb = new Graphics::Surface();
Graphics::Surface *s = _graph->_frontScreen; // check inventory / map etc..
::createThumbnail(thumb, (const byte *)s->getPixels(), s->w, s->h, thumbPalette);
Graphics::saveThumbnail(*out, *thumb);
thumb->free();
delete thumb;
// Write out the save date/time
TimeDate td;
g_system->getTimeAndDate(td);
out->writeSint16LE(td.tm_year + 1900);
out->writeSint16LE(td.tm_mon + 1);
out->writeSint16LE(td.tm_mday);
out->writeSint16LE(td.tm_hour);
out->writeSint16LE(td.tm_min);
out->writeUint32LE(g_engine->getTotalPlayTime() / 1000);
}
void PrinceEngine::syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream) {
int emptyRoom = 0x00;
int normRoom = 0xFF;
byte endInv = 0xFF;
Common::Serializer s(readStream, writeStream);
if (s.isSaving()) {
// Flag values
for (int i = 0; i < _flags->kMaxFlags; i++) {
uint32 value = _flags->getFlagValue((Flags::Id)(_flags->kFlagMask + i));
s.syncAsUint32LE(value);
}
// Dialog data
for (uint32 i = 0; i < _dialogDatSize; i++) {
byte value = _dialogDat[i];
s.syncAsByte(value);
}
// Location number
s.syncAsUint16LE(_locationNr);
// Rooms
for (int roomId = 0; roomId < _script->kMaxRooms; roomId++) {
Room *room = new Room();
room->loadRoom(_script->getRoomOffset(roomId));
if (room->_mobs) {
s.syncAsByte(normRoom);
} else {
s.syncAsByte(emptyRoom);
delete room;
continue;
}
// Mobs
for (int mobId = 0; mobId < kMaxMobs; mobId++) {
byte value = _script->getMobVisible(room->_mobs, mobId);
s.syncAsByte(value);
}
// Background animations
for (int backAnimSlot = 0; backAnimSlot < kMaxBackAnims; backAnimSlot++) {
uint32 value = _script->getBackAnimId(room->_backAnim, backAnimSlot);
s.syncAsUint32LE(value);
}
// Objects
for (int objectSlot = 0; objectSlot < kMaxObjects; objectSlot++) {
byte value = _script->getObjId(room->_obj, objectSlot);
s.syncAsByte(value);
}
delete room;
}
// Main hero
s.syncAsUint16LE(_mainHero->_visible);
s.syncAsUint16LE(_mainHero->_middleX);
s.syncAsUint16LE(_mainHero->_middleY);
s.syncAsUint16LE(_mainHero->_lastDirection);
s.syncAsUint32LE(_mainHero->_color);
s.syncAsUint16LE(_mainHero->_maxBoredom);
s.syncAsUint32LE(_mainHero->_animSetNr);
for (uint inv1Slot = 0; inv1Slot < _mainHero->_inventory.size(); inv1Slot++) {
s.syncAsByte(_mainHero->_inventory[inv1Slot]);
}
s.syncAsByte(endInv);
for (uint inv2Slot = 0; inv2Slot < _mainHero->_inventory2.size(); inv2Slot++) {
s.syncAsByte(_mainHero->_inventory2[inv2Slot]);
}
s.syncAsByte(endInv);
// Second hero
s.syncAsUint16LE(_secondHero->_visible);
s.syncAsUint16LE(_secondHero->_middleX);
s.syncAsUint16LE(_secondHero->_middleY);
s.syncAsUint16LE(_secondHero->_lastDirection);
s.syncAsUint32LE(_secondHero->_color);
s.syncAsUint16LE(_secondHero->_maxBoredom);
s.syncAsUint32LE(_secondHero->_animSetNr);
for (uint inv1Slot = 0; inv1Slot < _secondHero->_inventory.size(); inv1Slot++) {
s.syncAsByte(_secondHero->_inventory[inv1Slot]);
}
s.syncAsByte(endInv);
for (uint inv2Slot = 0; inv2Slot < _secondHero->_inventory2.size(); inv2Slot++) {
s.syncAsByte(_secondHero->_inventory2[inv2Slot]);
}
s.syncAsByte(endInv);
} else {
// Cursor reset
changeCursor(1);
_currentPointerNumber = 1;
// Flag values
for (int i = 0; i < _flags->kMaxFlags; i++) {
uint32 value = 0;
s.syncAsUint32LE(value);
_flags->setFlagValue((Flags::Id)(_flags->kFlagMask + i), value);
}
// Dialog data
for (uint32 i = 0; i < _dialogDatSize; i++) {
byte value = 0;
s.syncAsByte(value);
_dialogDat[i] = value;
}
// Location number
int restoreRoom = 0;
s.syncAsUint16LE(restoreRoom);
_flags->setFlagValue(Flags::RESTOREROOM, restoreRoom);
// Rooms
for (int roomId = 0; roomId < _script->kMaxRooms; roomId++) {
Room *room = new Room();
room->loadRoom(_script->getRoomOffset(roomId));
byte roomType = emptyRoom;
s.syncAsByte(roomType);
if (roomType == emptyRoom) {
delete room;
continue;
}
// Mobs
for (int mobId = 0; mobId < kMaxMobs; mobId++) {
byte value = 0;
s.syncAsByte(value);
_script->setMobVisible(room->_mobs, mobId, value);
}
// Background animations
for (int backAnimSlot = 0; backAnimSlot < kMaxBackAnims; backAnimSlot++) {
uint32 value = 0;
s.syncAsUint32LE(value);
_script->setBackAnimId(room->_backAnim, backAnimSlot, value);
}
// Objects
for (int objectSlot = 0; objectSlot < kMaxObjects; objectSlot++) {
byte value = 0;
s.syncAsByte(value);
_script->setObjId(room->_obj, objectSlot, value);
}
delete room;
}
// Main hero
s.syncAsUint16LE(_mainHero->_visible);
s.syncAsUint16LE(_mainHero->_middleX);
s.syncAsUint16LE(_mainHero->_middleY);
s.syncAsUint16LE(_mainHero->_lastDirection);
s.syncAsUint32LE(_mainHero->_color);
s.syncAsUint16LE(_mainHero->_maxBoredom);
s.syncAsUint32LE(_mainHero->_animSetNr);
_mainHero->loadAnimSet(_mainHero->_animSetNr);
_mainHero->_inventory.clear();
byte invId = endInv;
while (1) {
s.syncAsByte(invId);
if (invId == endInv) {
break;
}
_mainHero->_inventory.push_back(invId);
}
_mainHero->_inventory2.clear();
invId = endInv;
while (1) {
s.syncAsByte(invId);
if (invId == endInv) {
break;
}
_mainHero->_inventory2.push_back(invId);
}
// Second hero
s.syncAsUint16LE(_secondHero->_visible);
s.syncAsUint16LE(_secondHero->_middleX);
s.syncAsUint16LE(_secondHero->_middleY);
s.syncAsUint16LE(_secondHero->_lastDirection);
s.syncAsUint32LE(_secondHero->_color);
s.syncAsUint16LE(_secondHero->_maxBoredom);
s.syncAsUint32LE(_secondHero->_animSetNr);
_secondHero->loadAnimSet(_secondHero->_animSetNr);
_secondHero->_inventory.clear();
invId = endInv;
while (1) {
s.syncAsByte(invId);
if (invId == endInv) {
break;
}
_secondHero->_inventory.push_back(invId);
}
_secondHero->_inventory2.clear();
invId = endInv;
while (1) {
s.syncAsByte(invId);
if (invId == endInv) {
break;
}
_secondHero->_inventory2.push_back(invId);
}
// Script
_interpreter->setBgOpcodePC(0);
_interpreter->setFgOpcodePC(_script->_scriptInfo.restoreGame);
}
}
Common::Error PrinceEngine::loadGameState(int slot) {
if (!loadGame(slot)) {
return Common::kReadingFailed;
}
return Common::kNoError;
}
bool PrinceEngine::loadGame(int slotNumber) {
Common::MemoryReadStream *readStream;
// Open up the savegame file
Common::String slotName = generateSaveName(slotNumber);
Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(slotName);
// Read the data into a data buffer
int size = saveFile->size();
byte *dataBuffer = (byte *)malloc(size);
saveFile->read(dataBuffer, size);
readStream = new Common::MemoryReadStream(dataBuffer, size, DisposeAfterUse::YES);
delete saveFile;
// Check to see if it's a ScummVM savegame or not
char buffer[kSavegameStrSize + 1];
readStream->read(buffer, kSavegameStrSize + 1);
if (strncmp(buffer, kSavegameStr, kSavegameStrSize + 1) != 0) {
delete readStream;
return false;
} else {
SavegameHeader saveHeader;
if (!readSavegameHeader(readStream, saveHeader)) {
delete readStream;
return false;
}
g_engine->setTotalPlayTime(saveHeader.playTime * 1000);
}
// Get in the savegame
syncGame(readStream, nullptr);
delete readStream;
return true;
}
} // End of namespace Prince