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author | Le Philousophe | 2019-03-05 19:28:12 +0100 |
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committer | Eugene Sandulenko | 2019-06-01 22:43:48 +0200 |
commit | 531aa8392e40458d52f22edef71abf3506ca63da (patch) | |
tree | 5446a4eac74b59f3df4301cf4f0ed18f6ee5b586 /engines/cryomni3d/versailles/saveload.cpp | |
parent | 97397bdaffed7f7bdf97ccde20bbcd41df4e63fb (diff) | |
download | scummvm-rg350-531aa8392e40458d52f22edef71abf3506ca63da.tar.gz scummvm-rg350-531aa8392e40458d52f22edef71abf3506ca63da.tar.bz2 scummvm-rg350-531aa8392e40458d52f22edef71abf3506ca63da.zip |
CRYOMNI3D: Add engine for Versailles 1685
Diffstat (limited to 'engines/cryomni3d/versailles/saveload.cpp')
-rw-r--r-- | engines/cryomni3d/versailles/saveload.cpp | 315 |
1 files changed, 315 insertions, 0 deletions
diff --git a/engines/cryomni3d/versailles/saveload.cpp b/engines/cryomni3d/versailles/saveload.cpp new file mode 100644 index 0000000000..8afefa35ec --- /dev/null +++ b/engines/cryomni3d/versailles/saveload.cpp @@ -0,0 +1,315 @@ +/* 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 "common/archive.h" +#include "common/config-manager.h" +#include "common/file.h" +#include "common/savefile.h" +#include "common/system.h" + +#include "cryomni3d/versailles/engine.h" + +#define DEBUG_SAVE + +namespace CryOmni3D { +namespace Versailles { + +#define SAVE_DESCRIPTION_LEN 20 + +Common::String CryOmni3DEngine_Versailles::getSaveFileName(bool visit, unsigned int saveNum) const { + return Common::String::format("%s%s.%04u", _targetName.c_str(), visit ? "_visit" : "", saveNum); +} + +bool CryOmni3DEngine_Versailles::canVisit() const { + // Build a custom SearchSet + const Common::FSNode gameDataDir(ConfMan.get("path")); + Common::SearchSet visitsSearchSet; + visitsSearchSet.addSubDirectoryMatching(gameDataDir, "datas_v/savegame/visite", 1); + return visitsSearchSet.hasFile("game0001.sav"); +} + +void CryOmni3DEngine_Versailles::getSavesList(bool visit, Common::StringArray &saveNames) { + Common::SaveFileManager *saveMan = g_system->getSavefileManager(); + + char saveName[SAVE_DESCRIPTION_LEN + 1]; + saveName[SAVE_DESCRIPTION_LEN] = '\0'; + Common::String pattern = Common::String::format("%s%s.????", _targetName.c_str(), + visit ? "_visit" : ""); + Common::StringArray filenames = saveMan->listSavefiles(pattern); + sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..) + + saveNames.clear(); + saveNames.reserve(100); + + int num = 1; + int slotNum; + + if (visit) { + // Add bootstrap visit + const Common::FSNode gameDataDir(ConfMan.get("path")); + Common::SearchSet visitsSearchSet; + visitsSearchSet.addSubDirectoryMatching(gameDataDir, "datas_v/savegame/visite", 1); + if (visitsSearchSet.hasFile("game0001.sav")) { + Common::File visitFile; + if (!visitFile.open("game0001.sav", visitsSearchSet)) { + error("Can't load visit file"); + } + visitFile.read(saveName, SAVE_DESCRIPTION_LEN); + saveNames.push_back(saveName); + } else { + warning("visiting mode but no bootstrap"); + // No bootstrap visit, too bad + saveNames.push_back(_messages[55]); //Fill with free slot + } + num++; + } + + for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); + ++file) { + // Obtain the last 4 digits of the filename, since they correspond to the save slot + slotNum = atoi(file->c_str() + file->size() - 4); + + if (slotNum >= 1 && slotNum <= 99) { + while (num < slotNum) { + saveNames.push_back(_messages[55]); //Fill with free slot + num++; + } + + num++; +#ifdef DEBUG_SAVE + Common::InSaveFile *in = _saveFileMan->openRawFile(*file); +#else + Common::InSaveFile *in = _saveFileMan->openForLoading(*file); +#endif + if (in) { + in->read(saveName, SAVE_DESCRIPTION_LEN); + saveNames.push_back(saveName); + delete in; + } + } + } + + for (unsigned int i = saveNames.size(); i < 100; i++) { + saveNames.push_back(_messages[55]); + } +} + +void CryOmni3DEngine_Versailles::saveGame(bool visit, unsigned int saveNum, + const Common::String &saveName) const { + if (visit && saveNum == 1) { + error("Can't erase bootstrap visit"); + } + + Common::String saveFileName = getSaveFileName(visit, saveNum); + + Common::OutSaveFile *out; + + if (!(out = _saveFileMan->openForSaving(saveFileName, +#ifdef DEBUG_SAVE + false +#else + true +#endif + ))) { + return; + } + + // Write save name + char saveNameC[SAVE_DESCRIPTION_LEN]; + memset(saveNameC, 0, sizeof(saveNameC)); + strncpy(saveNameC, saveName.c_str(), sizeof(saveNameC)); + out->write(saveNameC, sizeof(saveNameC)); + + // dummy values + out->writeUint32LE(0); + out->writeUint32BE(0); + out->writeUint32BE(0); + + // Dialog variables + assert(_dialogsMan.size() < 200); + for (unsigned int i = 0; i < _dialogsMan.size(); i++) { + out->writeByte(_dialogsMan[i]); + } + for (unsigned int i = _dialogsMan.size(); i < 200; i++) { + out->writeByte(0); + } + + // Inventory + assert(_inventory.size() == 50); + for (Inventory::const_iterator it = _inventory.begin(); it != _inventory.end(); it++) { + unsigned int objId = -1; + if (*it != nullptr) { + // Inventory contains pointers to objects stored in _objects + objId = *it - _objects.begin(); + } + out->writeUint32BE(objId); + } + // Offset of inventory in toolbar + out->writeUint32BE(_toolbar.inventoryOffset()); + + // Level, place, warp position + out->writeUint32BE(_currentLevel); + out->writeUint32BE(_currentPlaceId); + out->writeDoubleBE(_omni3dMan.getAlpha()); + out->writeDoubleBE(_omni3dMan.getBeta()); + + // Places states + assert(_placeStates.size() < 100); + Common::Array<PlaceState>::const_iterator placeIt = _placeStates.begin(); + for (unsigned int i = 0; placeIt != _placeStates.end(); placeIt++, i++) { + out->writeUint32BE(placeIt->state); + } + for (unsigned int i = _placeStates.size(); i < 100; i++) { + out->writeUint32BE(0); + } + + // Game variables + assert(_gameVariables.size() < 100); + for (Common::Array<unsigned int>::const_iterator it = _gameVariables.begin(); + it != _gameVariables.end(); it++) { + out->writeUint32BE(*it); + } + for (unsigned int i = _gameVariables.size(); i < 100; i++) { + out->writeUint32BE(0); + } + + out->finalize(); + + delete out; +} + +bool CryOmni3DEngine_Versailles::loadGame(bool visit, unsigned int saveNum) { + Common::SeekableReadStream *in; + + if (visit && saveNum == 1) { + // Load bootstrap visit + const Common::FSNode gameDataDir(ConfMan.get("path")); + Common::SearchSet visitsSearchSet; + visitsSearchSet.addSubDirectoryMatching(gameDataDir, "datas_v/savegame/visite", 1); + Common::File *visitFile = new Common::File(); + if (!visitFile->open("game0001.sav", visitsSearchSet)) { + delete visitFile; + error("Can't load visit file"); + } + in = visitFile; + } else { + Common::String saveFileName = getSaveFileName(visit, saveNum); + +#ifdef DEBUG_SAVE + in = _saveFileMan->openRawFile(saveFileName); +#else + in = _saveFileMan->openForLoading(saveFileName); +#endif + } + + if (!in || in->size() != 1260) { + return false; + } + + musicStop(); + + // Load save name but don't use it + char saveNameC[SAVE_DESCRIPTION_LEN]; + in->read(saveNameC, sizeof(saveNameC)); + + // dummy values + in->readUint32LE(); + in->readUint32BE(); + in->readUint32BE(); + + // Dialog variables + assert(_dialogsMan.size() < 200); + for (unsigned int i = 0; i < _dialogsMan.size(); i++) { + _dialogsMan[i] = in->readByte(); + } + for (unsigned int i = _dialogsMan.size(); i < 200; i++) { + in->readByte(); + } + + // Inventory + assert(_inventory.size() == 50); + for (Inventory::iterator it = _inventory.begin(); it != _inventory.end(); it++) { + unsigned int objId = in->readUint32BE(); + if (objId >= _objects.size()) { + objId = -1; + } + if (objId != -1u) { + *it = _objects.begin() + objId; + } else { + *it = nullptr; + } + } + // Offset of inventory in toolbar + _toolbar.setInventoryOffset(in->readUint32BE()); + + // Level, place, warp position + _currentLevel = in->readUint32BE(); + // Use nextPlace to force place move + _nextPlaceId = in->readUint32BE(); + + // Store alpha and beta for later use + double alpha = in->readDoubleBE(); + double beta = in->readDoubleBE(); + + // Places states + // Store them and use them once we called initNewLevel, we can't call it before because it needs _gameVariables (and especially kCurrentTime) to be correctly set + uint32 placesStates[100]; + for (unsigned int i = 0; i < 100; i++) { + placesStates[i] = in->readUint32BE(); + } + + // Game variables + assert(_gameVariables.size() < 100); + for (Common::Array<unsigned int>::iterator it = _gameVariables.begin(); it != _gameVariables.end(); + it++) { + *it = in->readUint32BE(); + } + for (unsigned int i = _gameVariables.size(); i < 100; i++) { + in->readUint32BE(); + } + + delete in; + + if (_gameVariables[GameVariables::kCurrentTime] == 0) { + _gameVariables[GameVariables::kCurrentTime] = 1; + } + + // Everything has been loaded, setup new level + // We will set places states and warp coordinates just after that to avoid them from being reset + initNewLevel(_currentLevel); + + _omni3dMan.setAlpha(alpha); + _omni3dMan.setBeta(beta); + + // _placeStates has just been resized in initNewLevel + unsigned int i = 0; + for (Common::Array<PlaceState>::iterator placeIt = _placeStates.begin(); + placeIt != _placeStates.end() && i < ARRAYSIZE(placesStates); placeIt++, i++) { + placeIt->state = placesStates[i]; + } + + // TODO: countdown + + return true; +} + +} // End of namespace Versailles +} // End of namespace CryOmni3D |