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authorjohndoe1232013-12-27 13:49:38 +0100
committerjohndoe1232014-01-29 13:27:47 +0100
commit5f4fc9a1dd5668ab9fa9706a8e86b2ec3ac808d1 (patch)
treed604708964d879e420633b151098ff5ea1ded631 /engines/bbvs/saveload.cpp
parentf61e9c1c02a5b9bc11f84ef1bd9569bddc2fdbe3 (diff)
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BBVS: Initial commit
Diffstat (limited to 'engines/bbvs/saveload.cpp')
-rw-r--r--engines/bbvs/saveload.cpp287
1 files changed, 287 insertions, 0 deletions
diff --git a/engines/bbvs/saveload.cpp b/engines/bbvs/saveload.cpp
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+/* 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 {
+
+BbvsEngine::kReadSaveHeaderError BbvsEngine::readSaveHeader(Common::SeekableReadStream *in, bool loadThumbnail, SaveHeader &header) {
+
+ 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 (loadThumbnail) {
+ header.thumbnail = Graphics::loadThumbnail(*in);
+ } else {
+ Graphics::skipThumbnail(*in);
+ }
+
+ // 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 = g_system->getSavefileManager()->openForSaving(filename))) {
+ warning("Can't create file '%s', game not saved", filename);
+ return;
+ }
+
+ TimeDate curTime;
+ g_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 = g_system->getSavefileManager()->openForLoading(filename))) {
+ warning("Can't open file '%s', game not loaded", filename);
+ return;
+ }
+
+ SaveHeader header;
+
+ kReadSaveHeaderError errorCode = readSaveHeader(in, false, 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;
+#if 0
+ debug("obj(%d) [%s]:", i, obj->sceneObjectDef->name);
+ debug("\tx: %d; y: %d; animIndex: %d", obj->x, obj->y, obj->animIndex);
+ debug("\tframeIndex: %d; frameTicks: %d", obj->frameIndex, obj->frameTicks);
+ debug("\twalkCount: %d; xIncr: %d; yIncr: %d", obj->walkCount, obj->xIncr, obj->yIncr);
+ debug("\tturnValue: %d; turnValue: %d; turnTicks: %d", obj->turnValue, obj->turnCount, obj->turnTicks);
+ debug("\twalkDestPt.x: %d; walkDestPt.y: %d", obj->walkDestPt.x, obj->walkDestPt.y);
+#endif
+ }
+
+ 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) {
+ const char *fileName = getSavegameFilename(slot);
+ loadgame(fileName);
+ return Common::kNoError;
+}
+
+Common::Error BbvsEngine::saveGameState(int slot, const Common::String &description) {
+ const char *fileName = getSavegameFilename(slot);
+ savegame(fileName, description.c_str());
+ return Common::kNoError;
+}
+
+const char *BbvsEngine::getSavegameFilename(int num) {
+ static Common::String filename;
+ filename = getSavegameFilename(_targetName, num);
+ return filename.c_str();
+}
+
+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() {
+ _snapshotSize = 23072;
+ _snapshot = new byte[_snapshotSize];
+ _snapshotStream = new Common::SeekableMemoryWriteStream(_snapshot, _snapshotSize);
+}
+
+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