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author | Eugene Sandulenko | 2007-01-12 02:29:20 +0000 |
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committer | Eugene Sandulenko | 2007-01-12 02:29:20 +0000 |
commit | 1403c8e6b020c0e934a2ab2115da1ba37ca828cd (patch) | |
tree | 440007f77df7e178de1f44104099fe17ba2aac00 /engines/agi/savegame.cpp | |
parent | 5e29ed6e6ed2c6e49464d1c1b6dc7f9269f122b8 (diff) | |
download | scummvm-rg350-1403c8e6b020c0e934a2ab2115da1ba37ca828cd.tar.gz scummvm-rg350-1403c8e6b020c0e934a2ab2115da1ba37ca828cd.tar.bz2 scummvm-rg350-1403c8e6b020c0e934a2ab2115da1ba37ca828cd.zip |
Slighty modified patch #1631229: "Revamp of AGI savegame system"
svn-id: r25069
Diffstat (limited to 'engines/agi/savegame.cpp')
-rw-r--r-- | engines/agi/savegame.cpp | 661 |
1 files changed, 332 insertions, 329 deletions
diff --git a/engines/agi/savegame.cpp b/engines/agi/savegame.cpp index 5d07c08280..7efe2b801a 100644 --- a/engines/agi/savegame.cpp +++ b/engines/agi/savegame.cpp @@ -34,125 +34,105 @@ #include "agi/graphics.h" #include "agi/sprite.h" #include "agi/text.h" -#include "agi/savegame.h" #include "agi/keyboard.h" #include "agi/menu.h" -namespace Agi { - -static const char *strSig = "AGI:"; - -void SaveGameMgr::write_string(Common::File *f, const char *s) { - f->writeSint16BE((int16)strlen(s)); - f->write(s, strlen(s)); -} - -void SaveGameMgr::read_string(Common::File *f, char *s) { - int16 size = f->readSint16BE(); - f->read(s, size); - s[size] = (char)0; -} - -void SaveGameMgr::write_bytes(Common::File *f, const char *s, int16 size) { - f->write(s, size); -} - -void SaveGameMgr::read_bytes(Common::File *f, char *s, int16 size) { - f->read(s, size); -} +#define SAVEGAME_VERSION 2 /* - * Version 0: view table has 64 entries - * Version 1: view table has 256 entries (needed in KQ3) + * Version 0 (Sarien): view table has 64 entries + * Version 1 (Sarien): view table has 256 entries (needed in KQ3) + * Version 2 (ScummVM): first ScummVM version */ -#define SAVEGAME_VERSION 1 -int SaveGameMgr::save_game(char *s, const char *d) { - int16 i; - struct image_stack_element *ptr = _vm->image_stack; - Common::File f; +namespace Agi { + +static const uint32 AGIflag=MKID_BE('AGI:'); - // FIXME: Do *not* use Common::File to access savegames, it is not portable! - f.open(s, Common::File::kFileWriteMode); +int AgiEngine::saveGame(const char *fileName, const char *description) { + char gameIDstring[8]="gameIDX"; + int i; + struct image_stack_element *ptr = image_stack; + Common::OutSaveFile *out; - if (!f.isOpen()) + debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::saveGame(%s, %s)", fileName, description); + if (!(out = _saveFileMan->openForSaving(fileName))) { + warning("Can't create file '%s', game not saved", fileName); return err_BadFileOpen; + } else { + debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for writing", fileName); + } + + out->writeUint32BE(AGIflag); + out->write(description, 31); - write_bytes(&f, strSig, 8); - write_string(&f, d); + out->writeByte(SAVEGAME_VERSION); + debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing save game version (%d)", SAVEGAME_VERSION); - f.writeByte((uint8)SAVEGAME_VERSION); - f.writeByte((uint8)_vm->game.state); - /* game.name */ - write_string(&f, _vm->game.id); - /* game.crc */ + out->writeByte(game.state); + debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing game state (%d)", game.state); + + strcpy(gameIDstring, game.id); + out->write(gameIDstring, 8); + debugC(5, kDebugLevelMain | kDebugLevelSavegame, "Writing game id (%s, %s)", gameIDstring, game.id); for (i = 0; i < MAX_FLAGS; i++) - f.writeByte(_vm->game.flags[i]); + out->writeByte(game.flags[i]); for (i = 0; i < MAX_VARS; i++) - f.writeByte(_vm->game.vars[i]); - - f.writeSint16BE((int8)_vm->game.horizon); - f.writeSint16BE((int16)_vm->game.line_status); - f.writeSint16BE((int16)_vm->game.line_user_input); - f.writeSint16BE((int16)_vm->game.line_min_print); - /* game.cursor_pos */ - /* game.input_buffer */ - /* game.echo_buffer */ - /* game.keypress */ - f.writeSint16BE((int16)_vm->game.input_mode); - f.writeSint16BE((int16)_vm->game.lognum); - - f.writeSint16BE((int16)_vm->game.player_control); - f.writeSint16BE((int16)_vm->game.quit_prog_now); - f.writeSint16BE((int16)_vm->game.status_line); - f.writeSint16BE((int16)_vm->game.clock_enabled); - f.writeSint16BE((int16)_vm->game.exit_all_logics); - f.writeSint16BE((int16)_vm->game.picture_shown); - f.writeSint16BE((int16)_vm->game.has_prompt); - f.writeSint16BE((int16)_vm->game.game_flags); - - /* Reversed to keep compatibility with old savegames */ - f.writeSint16BE((int16)!_vm->game.input_enabled); + out->writeByte(game.vars[i]); - for (i = 0; i < _HEIGHT; i++) - f.writeByte(_vm->game.pri_table[i]); + out->writeSint16BE((int8)game.horizon); + out->writeSint16BE((int16)game.line_status); + out->writeSint16BE((int16)game.line_user_input); + out->writeSint16BE((int16)game.line_min_print); + + out->writeSint16BE((int16)game.input_mode); + out->writeSint16BE((int16)game.lognum); - /* game.msg_box_ticks */ - /* game.block */ - /* game.window */ - /* game.has_window */ + out->writeSint16BE((int16)game.player_control); + out->writeSint16BE((int16)game.quit_prog_now); + out->writeSint16BE((int16)game.status_line); + out->writeSint16BE((int16)game.clock_enabled); + out->writeSint16BE((int16)game.exit_all_logics); + out->writeSint16BE((int16)game.picture_shown); + out->writeSint16BE((int16)game.has_prompt); + out->writeSint16BE((int16)game.game_flags); - f.writeSint16BE((int16)_vm->game.gfx_mode); - f.writeByte(_vm->game.cursor_char); - f.writeSint16BE((int16)_vm->game.color_fg); - f.writeSint16BE((int16)_vm->game.color_bg); + out->writeSint16BE((int16)game.input_enabled); + + for (i = 0; i < _HEIGHT; i++) + out->writeByte(game.pri_table[i]); + + out->writeSint16BE((int16)game.gfx_mode); + out->writeByte(game.cursor_char); + out->writeSint16BE((int16)game.color_fg); + out->writeSint16BE((int16)game.color_bg); /* game.hires */ /* game.sbuf */ /* game.ego_words */ /* game.num_ego_words */ - f.writeSint16BE((int16)_vm->game.num_objects); - for (i = 0; i < (int16)_vm->game.num_objects; i++) - f.writeSint16BE((int16)_vm->object_get_location(i)); + out->writeSint16BE((int16)game.num_objects); + for (i = 0; i < (int16)game.num_objects; i++) + out->writeSint16BE((int16)object_get_location(i)); /* game.ev_keyp */ for (i = 0; i < MAX_STRINGS; i++) - write_string(&f, _vm->game.strings[i]); + out->write(game.strings[i], MAX_STRINGLEN); /* record info about loaded resources */ for (i = 0; i < MAX_DIRS; i++) { - f.writeByte(_vm->game.dir_logic[i].flags); - f.writeSint16BE((int16)_vm->game.logics[i].sIP); - f.writeSint16BE((int16)_vm->game.logics[i].cIP); + out->writeByte(game.dir_logic[i].flags); + out->writeSint16BE((int16)game.logics[i].sIP); + out->writeSint16BE((int16)game.logics[i].cIP); } for (i = 0; i < MAX_DIRS; i++) - f.writeByte(_vm->game.dir_pic[i].flags); + out->writeByte(game.dir_pic[i].flags); for (i = 0; i < MAX_DIRS; i++) - f.writeByte(_vm->game.dir_view[i].flags); + out->writeByte(game.dir_view[i].flags); for (i = 0; i < MAX_DIRS; i++) - f.writeByte(_vm->game.dir_sound[i].flags); + out->writeByte(game.dir_sound[i].flags); /* game.pictures */ /* game.logics */ @@ -160,151 +140,164 @@ int SaveGameMgr::save_game(char *s, const char *d) { /* game.sounds */ for (i = 0; i < MAX_VIEWTABLE; i++) { - struct vt_entry *v = &_vm->game.view_table[i]; + struct vt_entry *v = &game.view_table[i]; - f.writeByte(v->step_time); - f.writeByte(v->step_time_count); - f.writeByte(v->entry); - f.writeSint16BE(v->x_pos); - f.writeSint16BE(v->y_pos); - f.writeByte(v->current_view); + out->writeByte(v->step_time); + out->writeByte(v->step_time_count); + out->writeByte(v->entry); + out->writeSint16BE(v->x_pos); + out->writeSint16BE(v->y_pos); + out->writeByte(v->current_view); /* v->view_data */ - f.writeByte(v->current_loop); - f.writeByte(v->num_loops); + out->writeByte(v->current_loop); + out->writeByte(v->num_loops); /* v->loop_data */ - f.writeByte(v->current_cel); - f.writeByte(v->num_cels); + out->writeByte(v->current_cel); + out->writeByte(v->num_cels); /* v->cel_data */ /* v->cel_data_2 */ - f.writeSint16BE(v->x_pos2); - f.writeSint16BE(v->y_pos2); + out->writeSint16BE(v->x_pos2); + out->writeSint16BE(v->y_pos2); /* v->s */ - f.writeSint16BE(v->x_size); - f.writeSint16BE(v->y_size); - f.writeByte(v->step_size); - f.writeByte(v->cycle_time); - f.writeByte(v->cycle_time_count); - f.writeByte(v->direction); + out->writeSint16BE(v->x_size); + out->writeSint16BE(v->y_size); + out->writeByte(v->step_size); + out->writeByte(v->cycle_time); + out->writeByte(v->cycle_time_count); + out->writeByte(v->direction); - f.writeByte(v->motion); - f.writeByte(v->cycle); - f.writeByte(v->priority); + out->writeByte(v->motion); + out->writeByte(v->cycle); + out->writeByte(v->priority); - f.writeUint16BE(v->flags); + out->writeUint16BE(v->flags); - f.writeByte(v->parm1); - f.writeByte(v->parm2); - f.writeByte(v->parm3); - f.writeByte(v->parm4); + out->writeByte(v->parm1); + out->writeByte(v->parm2); + out->writeByte(v->parm3); + out->writeByte(v->parm4); } /* Save image stack */ - for (i = 0; i < _vm->image_stack_pointer; i++) { - ptr = &_vm->image_stack[i]; - f.writeByte(ptr->type); - f.writeSint16BE(ptr->parm1); - f.writeSint16BE(ptr->parm2); - f.writeSint16BE(ptr->parm3); - f.writeSint16BE(ptr->parm4); - f.writeSint16BE(ptr->parm5); - f.writeSint16BE(ptr->parm6); - f.writeSint16BE(ptr->parm7); + for (i = 0; i < image_stack_pointer; i++) { + ptr = &image_stack[i]; + out->writeByte(ptr->type); + out->writeSint16BE(ptr->parm1); + out->writeSint16BE(ptr->parm2); + out->writeSint16BE(ptr->parm3); + out->writeSint16BE(ptr->parm4); + out->writeSint16BE(ptr->parm5); + out->writeSint16BE(ptr->parm6); + out->writeSint16BE(ptr->parm7); } - f.writeByte(0); - - f.close(); - + out->writeByte(0); + + out->flush(); + if (out->ioFailed()) + warning("Can't write file '%s'. (Disk full?)", fileName); + else + debugC(1, kDebugLevelMain | kDebugLevelSavegame, "Saved game %s in file %s", description, fileName); + + delete out; + debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName); return err_OK; } -int SaveGameMgr::load_game(char *s) { - int i, ver, vt_entries = MAX_VIEWTABLE; +int AgiEngine::loadGame(const char *fileName) { + char description[31], saveVersion, loadId[8]; + int i, vt_entries = MAX_VIEWTABLE; uint8 t; int16 parm[7]; - char sig[8]; - char id[8]; - char description[256]; - Common::File f; + Common::InSaveFile *in; - // FIXME: Do *not* use Common::File to access savegames, it is not portable! - f.open(s); - - if (!f.isOpen()) - return err_BadFileOpen; + debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::loadGame(%s)", fileName); - read_bytes(&f, sig, 8); - if (strncmp(sig, strSig, 8)) { - f.close(); + if (!(in = _saveFileMan->openForLoading(fileName))) { + warning("Can't open file '%s', game not loaded", fileName); return err_BadFileOpen; + } else { + debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName); } - read_string(&f, description); - - ver = f.readByte(); - if (ver == 0) - vt_entries = 64; - _vm->game.state = f.readByte(); - /* game.name - not saved */ - read_string(&f, id); - if (strcmp(id, _vm->game.id)) { - f.close(); + uint32 typea = in->readUint32BE(); + if (typea == AGIflag) { + debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Has AGI flag, good start"); + } else { + warning("This doesn't appear to be an AGI savegame, game not restored"); + delete in; + return err_OK; + } + + in->read(description, 31); + + debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Description is: %s", description); + + saveVersion = in->readByte(); + if (saveVersion != SAVEGAME_VERSION) + warning("Old save game version (%d, current version is %d). Will try and read anyway, but don't be surprised if bad things happen", saveVersion, SAVEGAME_VERSION); + + game.state = in->readByte(); + + in->read(loadId, 8); + if (strcmp(loadId, game.id)) { + delete in; + warning("This save seems to be from a different AGI game (save from %s, running %s), not loaded", loadId, game.id); return err_BadFileOpen; } - /* game.crc - not saved */ for (i = 0; i < MAX_FLAGS; i++) - _vm->game.flags[i] = f.readByte(); + game.flags[i] = in->readByte(); for (i = 0; i < MAX_VARS; i++) - _vm->game.vars[i] = f.readByte(); - - _vm->game.horizon = f.readSint16BE(); - _vm->game.line_status = f.readSint16BE(); - _vm->game.line_user_input = f.readSint16BE(); - _vm->game.line_min_print = f.readSint16BE(); + game.vars[i] = in->readByte(); + game.horizon = in->readSint16BE(); + game.line_status = in->readSint16BE(); + game.line_user_input = in->readSint16BE(); + game.line_min_print = in->readSint16BE(); + /* These are never saved */ - _vm->game.cursor_pos = 0; - _vm->game.input_buffer[0] = 0; - _vm->game.echo_buffer[0] = 0; - _vm->game.keypress = 0; - - _vm->game.input_mode = f.readSint16BE(); - _vm->game.lognum = f.readSint16BE(); - - _vm->game.player_control = f.readSint16BE(); - _vm->game.quit_prog_now = f.readSint16BE(); - _vm->game.status_line = f.readSint16BE(); - _vm->game.clock_enabled = f.readSint16BE(); - _vm->game.exit_all_logics = f.readSint16BE(); - _vm->game.picture_shown = f.readSint16BE(); - _vm->game.has_prompt = f.readSint16BE(); - _vm->game.game_flags = f.readSint16BE(); - _vm->game.input_enabled = !f.readSint16BE(); + game.cursor_pos = 0; + game.input_buffer[0] = 0; + game.echo_buffer[0] = 0; + game.keypress = 0; + + game.input_mode = in->readSint16BE(); + game.lognum = in->readSint16BE(); + + game.player_control = in->readSint16BE(); + game.quit_prog_now = in->readSint16BE(); + game.status_line = in->readSint16BE(); + game.clock_enabled = in->readSint16BE(); + game.exit_all_logics = in->readSint16BE(); + game.picture_shown = in->readSint16BE(); + game.has_prompt = in->readSint16BE(); + game.game_flags = in->readSint16BE(); + game.input_enabled = in->readSint16BE(); for (i = 0; i < _HEIGHT; i++) - _vm->game.pri_table[i] = f.readByte(); + game.pri_table[i] = in->readByte(); - if (_vm->game.has_window) - _vm->close_window(); + if (game.has_window) + close_window(); - _vm->game.msg_box_ticks = 0; - _vm->game.block.active = false; + game.msg_box_ticks = 0; + game.block.active = false; /* game.window - fixed by close_window() */ /* game.has_window - fixed by close_window() */ - _vm->game.gfx_mode = f.readSint16BE(); - _vm->game.cursor_char = f.readByte(); - _vm->game.color_fg = f.readSint16BE(); - _vm->game.color_bg = f.readSint16BE(); + game.gfx_mode = in->readSint16BE(); + game.cursor_char = in->readByte(); + game.color_fg = in->readSint16BE(); + game.color_bg = in->readSint16BE(); /* game.hires - rebuilt from image stack */ /* game.sbuf - rebuilt from image stack */ @@ -312,46 +305,46 @@ int SaveGameMgr::load_game(char *s) { /* game.ego_words - fixed by clean_input */ /* game.num_ego_words - fixed by clean_input */ - _vm->game.num_objects = f.readSint16BE(); - for (i = 0; i < (int16)_vm->game.num_objects; i++) - _vm->object_set_location(i, f.readSint16BE()); + game.num_objects = in->readSint16BE(); + for (i = 0; i < (int16)game.num_objects; i++) + object_set_location(i, in->readSint16BE()); /* Those are not serialized */ for (i = 0; i < MAX_DIRS; i++) { - _vm->game.ev_keyp[i].occured = false; + game.ev_keyp[i].occured = false; } for (i = 0; i < MAX_STRINGS; i++) - read_string(&f, _vm->game.strings[i]); + in->read(game.strings[i], MAX_STRINGLEN); for (i = 0; i < MAX_DIRS; i++) { - if (f.readByte() & RES_LOADED) - _vm->agiLoadResource(rLOGIC, i); + if (in->readByte() & RES_LOADED) + agiLoadResource(rLOGIC, i); else - _vm->agiUnloadResource(rLOGIC, i); - _vm->game.logics[i].sIP = f.readSint16BE(); - _vm->game.logics[i].cIP = f.readSint16BE(); + agiUnloadResource(rLOGIC, i); + game.logics[i].sIP = in->readSint16BE(); + game.logics[i].cIP = in->readSint16BE(); } for (i = 0; i < MAX_DIRS; i++) { - if (f.readByte() & RES_LOADED) - _vm->agiLoadResource(rPICTURE, i); + if (in->readByte() & RES_LOADED) + agiLoadResource(rPICTURE, i); else - _vm->agiUnloadResource(rPICTURE, i); + agiUnloadResource(rPICTURE, i); } for (i = 0; i < MAX_DIRS; i++) { - if (f.readByte() & RES_LOADED) - _vm->agiLoadResource(rVIEW, i); + if (in->readByte() & RES_LOADED) + agiLoadResource(rVIEW, i); else - _vm->agiUnloadResource(rVIEW, i); + agiUnloadResource(rVIEW, i); } for (i = 0; i < MAX_DIRS; i++) { - if (f.readByte() & RES_LOADED) - _vm->agiLoadResource(rSOUND, i); + if (in->readByte() & RES_LOADED) + agiLoadResource(rSOUND, i); else - _vm->agiUnloadResource(rSOUND, i); + agiUnloadResource(rSOUND, i); } /* game.pictures - loaded above */ @@ -360,69 +353,69 @@ int SaveGameMgr::load_game(char *s) { /* game.sounds - loaded above */ for (i = 0; i < vt_entries; i++) { - struct vt_entry *v = &_vm->game.view_table[i]; + struct vt_entry *v = &game.view_table[i]; - v->step_time = f.readByte(); - v->step_time_count = f.readByte(); - v->entry = f.readByte(); - v->x_pos = f.readSint16BE(); - v->y_pos = f.readSint16BE(); - v->current_view = f.readByte(); + v->step_time = in->readByte(); + v->step_time_count = in->readByte(); + v->entry = in->readByte(); + v->x_pos = in->readSint16BE(); + v->y_pos = in->readSint16BE(); + v->current_view = in->readByte(); /* v->view_data - fixed below */ - v->current_loop = f.readByte(); - v->num_loops = f.readByte(); + v->current_loop = in->readByte(); + v->num_loops = in->readByte(); /* v->loop_data - fixed below */ - v->current_cel = f.readByte(); - v->num_cels = f.readByte(); + v->current_cel = in->readByte(); + v->num_cels = in->readByte(); /* v->cel_data - fixed below */ /* v->cel_data_2 - fixed below */ - v->x_pos2 = f.readSint16BE(); - v->y_pos2 = f.readSint16BE(); + v->x_pos2 = in->readSint16BE(); + v->y_pos2 = in->readSint16BE(); /* v->s - fixed below */ - v->x_size = f.readSint16BE(); - v->y_size = f.readSint16BE(); - v->step_size = f.readByte(); - v->cycle_time = f.readByte(); - v->cycle_time_count = f.readByte(); - v->direction = f.readByte(); + v->x_size = in->readSint16BE(); + v->y_size = in->readSint16BE(); + v->step_size = in->readByte(); + v->cycle_time = in->readByte(); + v->cycle_time_count = in->readByte(); + v->direction = in->readByte(); - v->motion = f.readByte(); - v->cycle = f.readByte(); - v->priority = f.readByte(); + v->motion = in->readByte(); + v->cycle = in->readByte(); + v->priority = in->readByte(); - v->flags = f.readUint16BE(); + v->flags = in->readUint16BE(); - v->parm1 = f.readByte(); - v->parm2 = f.readByte(); - v->parm3 = f.readByte(); - v->parm4 = f.readByte(); + v->parm1 = in->readByte(); + v->parm2 = in->readByte(); + v->parm3 = in->readByte(); + v->parm4 = in->readByte(); } for (i = vt_entries; i < MAX_VIEWTABLE; i++) { - memset(&_vm->game.view_table[i], 0, sizeof(struct vt_entry)); + memset(&game.view_table[i], 0, sizeof(struct vt_entry)); } /* Fix some pointers in viewtable */ for (i = 0; i < MAX_VIEWTABLE; i++) { - struct vt_entry *v = &_vm->game.view_table[i]; + struct vt_entry *v = &game.view_table[i]; - if (_vm->game.dir_view[v->current_view].offset == _EMPTY) + if (game.dir_view[v->current_view].offset == _EMPTY) continue; - if (!(_vm->game.dir_view[v->current_view].flags & RES_LOADED)) - _vm->agiLoadResource(rVIEW, v->current_view); + if (!(game.dir_view[v->current_view].flags & RES_LOADED)) + agiLoadResource(rVIEW, v->current_view); - _vm->set_view(v, v->current_view); /* Fix v->view_data */ - _vm->set_loop(v, v->current_loop); /* Fix v->loop_data */ - _vm->set_cel(v, v->current_cel); /* Fix v->cel_data */ + set_view(v, v->current_view); /* Fix v->view_data */ + set_loop(v, v->current_loop); /* Fix v->loop_data */ + set_cel(v, v->current_cel); /* Fix v->cel_data */ v->cel_data_2 = v->cel_data; v->s = NULL; /* not sure if it is used... */ } @@ -431,23 +424,24 @@ int SaveGameMgr::load_game(char *s) { /* Clear input line */ _gfx->clearScreen(0); - _vm->write_status(); + write_status(); /* Recreate background from saved image stack */ - _vm->clear_image_stack(); - while ((t = f.readByte()) != 0) { + clear_image_stack(); + while ((t = in->readByte()) != 0) { for (i = 0; i < 7; i++) - parm[i] = f.readSint16BE(); - _vm->replay_image_stack_call(t, parm[0], parm[1], parm[2], + parm[i] = in->readSint16BE(); + replay_image_stack_call(t, parm[0], parm[1], parm[2], parm[3], parm[4], parm[5], parm[6]); } - f.close(); + delete in; + debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName); - _vm->setflag(F_restore_just_ran, true); + setflag(F_restore_just_ran, true); - _vm->game.has_prompt = 0; /* force input line repaint if necessary */ - _vm->clean_input(); + game.has_prompt = 0; /* force input line repaint if necessary */ + clean_input(); _sprites->erase_both(); _sprites->blit_both(); @@ -460,29 +454,39 @@ int SaveGameMgr::load_game(char *s) { #define NUM_SLOTS 12 -int SaveGameMgr::select_slot() { +const char *AgiEngine::getSavegameFilename(int num) { + static char saveLoadSlot[12]; + sprintf(saveLoadSlot, "%s.%.3d", _targetName.c_str(), num); + return saveLoadSlot; +} + +int AgiEngine::selectSlot() { int i, key, active = 0; int rc = -1; int hm = 2, vm = 3; /* box margins */ char desc[NUM_SLOTS][40]; for (i = 0; i < NUM_SLOTS; i++) { - char name[MAX_PATH]; - Common::File f; - char sig[8]; - // FIXME: Do *not* use Common::File to access savegames, it is not portable! - sprintf(name, "%s/%05X_%s_%02d.sav", _vm->_savePath, _vm->game.crc, _vm->game.id, i); - f.open(name); - if (!f.isOpen()) { + char fileName[MAX_PATH]; + Common::InSaveFile *in; + + debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Game id seems to be %s", _targetName.c_str()); + sprintf(fileName, "%s", getSavegameFilename(i)); + if (!(in = _saveFileMan->openForLoading(fileName))) { + debugC(4, kDebugLevelMain | kDebugLevelSavegame, "File %s does not exist", fileName); strcpy(desc[i], " (empty slot)"); } else { - read_bytes(&f, sig, 8); - if (strncmp(sig, strSig, 8)) { - strcpy(desc[i], "(corrupt file)"); + debugC(4, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName); + uint32 type = in->readUint32BE(); + if (type == AGIflag) { + debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Has AGI flag, good start"); + in->read(desc[i], 31); } else { - read_string(&f, desc[i]); - } - f.close(); + warning("This doesn't appear to be an AGI savegame"); + strcpy(desc[i], "(corrupt file)"); + } + + delete in; } } @@ -490,18 +494,18 @@ int SaveGameMgr::select_slot() { char dstr[64]; for (i = 0; i < NUM_SLOTS; i++) { sprintf(dstr, "[%-32.32s]", desc[i]); - _vm->print_text(dstr, 0, hm + 1, vm + 4 + i, + print_text(dstr, 0, hm + 1, vm + 4 + i, (40 - 2 * hm) - 1, i == active ? MSG_BOX_COLOUR : MSG_BOX_TEXT, i == active ? MSG_BOX_TEXT : MSG_BOX_COLOUR); } _gfx->pollTimer(); /* msdos driver -> does nothing */ - key = _vm->do_poll_keyboard(); + key = do_poll_keyboard(); switch (key) { case KEY_ENTER: rc = active; - strncpy(_vm->game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN); + strncpy(game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN); goto press; case KEY_ESCAPE: rc = -1; @@ -525,26 +529,17 @@ press: debugC(8, kDebugLevelMain | kDebugLevelInput, "Button pressed: %d", rc); getout: - _vm->close_window(); + close_window(); return rc; } -int SaveGameMgr::savegame_simple() { - char path[MAX_PATH]; - - sprintf(path, "%s/%05X_%s_%02d.sav", _vm->_savePath, _vm->game.crc, _vm->game.id, 0); - save_game(path, "Default savegame"); - - return err_OK; -} - -int SaveGameMgr::savegame_dialog() { - char path[MAX_PATH]; +int AgiEngine::saveGameDialog() { + char fileName[MAX_PATH]; char *desc; const char *buttons[] = { "Do as I say!", "I regret", NULL }; char dstr[200]; int rc, slot = 0; - int hm, vm, hp, vp; /* box margins */ + int hm, vm, hp, vp; int w; hm = 2; @@ -553,79 +548,66 @@ int SaveGameMgr::savegame_dialog() { vp = vm * CHAR_LINES; w = (40 - 2 * hm) - 1; - sprintf(path, "%s/%05X_%s_%02d.sav", _vm->_savePath, _vm->game.crc, _vm->game.id, slot); + sprintf(fileName, "%s", getSavegameFilename(slot)); - _vm->draw_window(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp); - _vm->print_text("Select a slot in which you wish to save the game:", + draw_window(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp); + print_text("Select a slot in which you wish to save the game:", 0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR); - _vm->print_text("Press ENTER to select, ESC cancels", + print_text("Press ENTER to select, ESC cancels", 0, hm + 1, vm + 17, w, MSG_BOX_TEXT, MSG_BOX_COLOUR); - slot = select_slot(); - if (slot < 0) /* ESC pressed */ + slot = selectSlot(); + if (slot < 0) return err_OK; - /* Get savegame description */ - _vm->draw_window(hp, vp + 5 * CHAR_LINES, GFX_WIDTH - hp, + draw_window(hp, vp + 5 * CHAR_LINES, GFX_WIDTH - hp, GFX_HEIGHT - vp - 9 * CHAR_LINES); - _vm->print_text("Enter a description for this game:", + print_text("Enter a description for this game:", 0, hm + 1, vm + 6, w, MSG_BOX_TEXT, MSG_BOX_COLOUR); _gfx->drawRectangle(3 * CHAR_COLS, 11 * CHAR_LINES - 1, 37 * CHAR_COLS, 12 * CHAR_LINES, MSG_BOX_TEXT); _gfx->flushBlock(3 * CHAR_COLS, 11 * CHAR_LINES - 1, 37 * CHAR_COLS, 12 * CHAR_LINES); - _vm->get_string(2, 11, 33, MAX_STRINGS); - _gfx->printCharacter(3, 11, _vm->game.cursor_char, MSG_BOX_COLOUR, MSG_BOX_TEXT); + get_string(2, 11, 33, MAX_STRINGS); + _gfx->printCharacter(3, 11, game.cursor_char, MSG_BOX_COLOUR, MSG_BOX_TEXT); do { - _vm->main_cycle(); - } while (_vm->game.input_mode == INPUT_GETSTRING); - _vm->close_window(); + main_cycle(); + } while (game.input_mode == INPUT_GETSTRING); + close_window(); - desc = _vm->game.strings[MAX_STRINGS]; + desc = game.strings[MAX_STRINGS]; sprintf(dstr, "Are you sure you want to save the game " "described as:\n\n%s\n\nin slot %d?\n\n\n", desc, slot); - rc = _vm->selection_box(dstr, buttons); + rc = selection_box(dstr, buttons); if (rc != 0) { - _vm->message_box("Game NOT saved."); + message_box("Game NOT saved."); return err_OK; } - sprintf(path, "%s/%05X_%s_%02d.sav", _vm->_savePath, _vm->game.crc, _vm->game.id, slot); - debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", path); + sprintf(fileName, "%s", getSavegameFilename(slot)); + debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", fileName); - save_game(path, desc); + saveGame(fileName, desc); - _vm->message_box("Game saved."); + message_box("Game saved."); return err_OK; } -int SaveGameMgr::loadgame_simple() { - char path[MAX_PATH]; - int rc = 0; - - sprintf(path, "%s/%05X_%s_%02d.sav", _vm->_savePath, _vm->game.crc, _vm->game.id, 0); +int AgiEngine::saveGameSimple() { + char fileName[MAX_PATH]; - _sprites->erase_both(); - _sound->stop_sound(); - _vm->close_window(); - - if ((rc = load_game(path)) == err_OK) { - _vm->message_box("Game restored."); - _vm->game.exit_all_logics = 1; - _vm->menu->enable_all(); - } else { - _vm->message_box("Error restoring game."); - } + sprintf(fileName, "%s", getSavegameFilename(0)); + saveGame(fileName, "Default savegame"); - return rc; + return err_OK; } -int SaveGameMgr::loadgame_dialog() { - char path[MAX_PATH]; +int AgiEngine::loadGameDialog() { + char fileName[MAX_PATH]; int rc, slot = 0; int hm, vm, hp, vp; /* box margins */ int w; @@ -636,32 +618,53 @@ int SaveGameMgr::loadgame_dialog() { vp = vm * CHAR_LINES; w = (40 - 2 * hm) - 1; - sprintf(path, "%s/%05X_%s_%02d.sav", _vm->_savePath, _vm->game.crc, _vm->game.id, slot); + sprintf(fileName, "%s", getSavegameFilename(slot)); _sprites->erase_both(); _sound->stop_sound(); - _vm->draw_window(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp); - _vm->print_text("Select a game which you wish to\nrestore:", + draw_window(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp); + print_text("Select a game which you wish to\nrestore:", 0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR); - _vm->print_text("Press ENTER to select, ESC cancels", + print_text("Press ENTER to select, ESC cancels", 0, hm + 1, vm + 17, w, MSG_BOX_TEXT, MSG_BOX_COLOUR); - slot = select_slot(); + slot = selectSlot(); if (slot < 0) { - _vm->message_box("Game NOT restored."); + message_box("Game NOT restored."); return err_OK; } - sprintf(path, "%s/%05X_%s_%02d.sav", _vm->_savePath, _vm->game.crc, _vm->game.id, slot); + sprintf(fileName, "%s", getSavegameFilename(slot)); + + if ((rc = loadGame(fileName)) == err_OK) { + message_box("Game restored."); + game.exit_all_logics = 1; + menu->enable_all(); + } else { + message_box("Error restoring game."); + } + + return rc; +} + +int AgiEngine::loadGameSimple() { + char fileName[MAX_PATH]; + int rc = 0; + + sprintf(fileName, "%s", getSavegameFilename(0)); + + _sprites->erase_both(); + _sound->stop_sound(); + close_window(); - if ((rc = load_game(path)) == err_OK) { - _vm->message_box("Game restored."); - _vm->game.exit_all_logics = 1; - _vm->menu->enable_all(); + if ((rc = loadGame(fileName)) == err_OK) { + message_box("Game restored."); + game.exit_all_logics = 1; + menu->enable_all(); } else { - _vm->message_box("Error restoring game."); + message_box("Error restoring game."); } return rc; |