diff options
Diffstat (limited to 'engines/bbvs/saveload.cpp')
-rw-r--r-- | engines/bbvs/saveload.cpp | 278 |
1 files changed, 278 insertions, 0 deletions
diff --git a/engines/bbvs/saveload.cpp b/engines/bbvs/saveload.cpp new file mode 100644 index 0000000000..ff53cc457b --- /dev/null +++ b/engines/bbvs/saveload.cpp @@ -0,0 +1,278 @@ +/* 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; + } + + 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() { + _snapshot = new byte[kSnapshotSize]; + _snapshotStream = new Common::SeekableMemoryWriteStream(_snapshot, kSnapshotSize); +} + +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 |