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-rw-r--r--engines/cge2/saveload.cpp279
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diff --git a/engines/cge2/saveload.cpp b/engines/cge2/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.
+ *
+ */
+
+/*
+ * This code is based on original Sfinx source code
+ * Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
+ */
+
+#include "common/config-manager.h"
+#include "common/savefile.h"
+#include "common/system.h"
+#include "graphics/thumbnail.h"
+#include "graphics/surface.h"
+#include "graphics/palette.h"
+#include "graphics/scaler.h"
+#include "cge2/events.h"
+#include "cge2/snail.h"
+#include "cge2/hero.h"
+#include "cge2/text.h"
+#include "cge2/sound.h"
+#include "cge2/cge2_main.h"
+
+namespace CGE2 {
+
+#define kSavegameCheckSum (1997 + _now + _sex + kWorldHeight)
+#define kBadSVG 99
+
+bool CGE2Engine::canSaveGameStateCurrently() {
+ return (_gamePhase == kPhaseInGame) && _mouse->_active &&
+ _commandHandler->idle() && (_soundStat._wait == nullptr);
+}
+
+Common::Error CGE2Engine::saveGameState(int slot, const Common::String &desc) {
+ storeHeroPos();
+ saveGame(slot, desc);
+ sceneUp(_now);
+ return Common::kNoError;
+}
+
+void CGE2Engine::saveGame(int slotNumber, const Common::String &desc) {
+ // Set up the serializer
+ Common::String slotName = generateSaveName(slotNumber);
+ 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
+ sceneDown();
+ syncGame(nullptr, saveFile);
+
+ // Finish writing out game data
+ saveFile->finalize();
+ delete saveFile;
+}
+
+bool CGE2Engine::canLoadGameStateCurrently() {
+ return (_gamePhase == kPhaseInGame) && _mouse->_active;
+}
+
+Common::Error CGE2Engine::loadGameState(int slot) {
+ _commandHandler->clear();
+ _commandHandlerTurbo->clear();
+ sceneDown();
+ if (!loadGame(slot))
+ return Common::kReadingFailed;
+ sceneUp(_now);
+ initToolbar();
+ return Common::kNoError;
+}
+
+bool CGE2Engine::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;
+ }
+
+ // Delete the thumbnail
+ saveHeader.thumbnail->free();
+ delete saveHeader.thumbnail;
+ }
+
+ resetGame();
+
+ // Get in the savegame
+ syncGame(readStream, nullptr);
+ delete readStream;
+
+ loadHeroes();
+
+ return true;
+}
+
+void CGE2Engine::resetGame() {
+ _busyPtr = nullptr;
+ busy(false);
+ _spare->clear();
+ _vga->_showQ->clear();
+ loadScript("CGE.INI", true);
+ delete _infoLine;
+ _infoLine = new InfoLine(this, kInfoW);
+}
+
+void CGE2Engine::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];
+ g_system->getPaletteManager()->grabPalette(thumbPalette, 0, 256);
+
+ // Stop the heroes from moving and redraw them before taking the picture.
+ for (int i = 0; i < 2; i++)
+ _heroTab[i]->_ptr->park();
+ _vga->show();
+
+ // Create a thumbnail and save it
+ Graphics::Surface *thumb = new Graphics::Surface();
+ Graphics::Surface *s = _vga->_page[0];
+ ::createThumbnail(thumb, (const byte *)s->getPixels(), kScrWidth, kScrHeight, 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);
+}
+
+bool CGE2Engine::readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header) {
+ header.thumbnail = nullptr;
+
+ // Get the savegame version
+ header.version = in->readByte();
+ if (header.version > kSavegameVersion)
+ return false;
+
+ // Read in the string
+ header.saveName.clear();
+ char ch;
+ while ((ch = (char)in->readByte()) != '\0')
+ header.saveName += ch;
+
+ // Get the thumbnail
+ header.thumbnail = Graphics::loadThumbnail(*in);
+ if (!header.thumbnail)
+ 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();
+
+ return true;
+}
+
+void CGE2Engine::syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream) {
+ Common::Serializer s(readStream, writeStream);
+
+ // Synchronise header data
+ syncHeader(s);
+
+ // Synchronise _spare
+ _spare->sync(s);
+
+ if (s.isSaving()) {
+ // Save the references of the items in the heroes pockets:
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < kPocketMax; j++) {
+ int ref = _heroTab[i]->_downPocketId[j];
+ s.syncAsSint16LE(ref);
+ }
+ }
+ } else {
+ // Load items to the pockets
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < kPocketMax; j++) {
+ int ref = 0;
+ s.syncAsSint16LE(ref);
+ _heroTab[i]->_downPocketId[j] = ref;
+ }
+ }
+ }
+
+ // Heroes' _posTabs
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < kSceneMax; j++) {
+ s.syncAsSint16LE(_heroTab[i]->_posTab[j]->x);
+ s.syncAsSint16LE(_heroTab[i]->_posTab[j]->y);
+ }
+ }
+}
+
+void CGE2Engine::syncHeader(Common::Serializer &s) {
+ s.syncAsUint16LE(_now);
+ s.syncAsUint16LE(_sex);
+ s.syncAsUint16LE(_vga->_rot._len);
+ s.syncAsUint16LE(_waitSeq);
+ s.syncAsUint16LE(_waitRef);
+
+ if (s.isSaving()) {
+ // Write checksum
+ int checksum = kSavegameCheckSum;
+ s.syncAsUint16LE(checksum);
+ } else {
+ // Read checksum and validate it
+ uint16 checksum = 0;
+ s.syncAsUint16LE(checksum);
+ if (checksum != kSavegameCheckSum)
+ error("%s", _text->getText(kBadSVG));
+ }
+}
+
+/**
+* Support method that generates a savegame name
+* @param slot Slot number
+*/
+Common::String CGE2Engine::generateSaveName(int slot) {
+ return Common::String::format("%s.%03d", _targetName.c_str(), slot);
+}
+
+} // End of namespace CGE2