aboutsummaryrefslogtreecommitdiff
path: root/engines/lab/savegame.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/lab/savegame.cpp')
-rw-r--r--engines/lab/savegame.cpp250
1 files changed, 250 insertions, 0 deletions
diff --git a/engines/lab/savegame.cpp b/engines/lab/savegame.cpp
new file mode 100644
index 0000000000..d815929c39
--- /dev/null
+++ b/engines/lab/savegame.cpp
@@ -0,0 +1,250 @@
+/* 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 Labyrinth of Time code with assistance of
+ *
+ * Copyright (c) 1993 Terra Nova Development
+ * Copyright (c) 2004 The Wyrmkeep Entertainment Co.
+ *
+ */
+
+#include "common/savefile.h"
+#include "common/translation.h"
+
+#include "gui/message.h"
+#include "gui/saveload.h"
+
+#include "graphics/thumbnail.h"
+#include "engines/savestate.h"
+
+#include "lab/lab.h"
+#include "lab/dispman.h"
+#include "lab/eventman.h"
+#include "lab/labsets.h"
+#include "lab/music.h"
+#include "lab/processroom.h"
+#include "lab/speciallocks.h"
+
+namespace Lab {
+
+#define SAVEGAME_ID MKTAG('L', 'O', 'T', 'S')
+#define SAVEGAME_VERSION 1
+
+void LabEngine::writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName) {
+ out->writeUint32BE(SAVEGAME_ID);
+
+ // Write version
+ out->writeByte(SAVEGAME_VERSION);
+
+ // Write savegame name
+ out->writeString(saveName);
+ out->writeByte(0);
+
+ // Save the game thumbnail
+ Graphics::saveThumbnail(*out);
+
+ // Creation date/time
+ TimeDate curTime;
+ _system->getTimeAndDate(curTime);
+
+ uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
+ uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
+ uint32 playTime = getTotalPlayTime() / 1000;
+
+ out->writeUint32BE(saveDate);
+ out->writeUint16BE(saveTime);
+ out->writeUint32BE(playTime);
+}
+
+bool readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header) {
+ uint32 id = in->readUint32BE();
+
+ // Check if it's a valid ScummVM savegame
+ if (id != SAVEGAME_ID)
+ return false;
+
+ // Read in the version
+ header._version = in->readByte();
+
+ // Check that the save version isn't newer than this binary
+ if (header._version > SAVEGAME_VERSION)
+ return false;
+
+ // Read in the save name
+ Common::String saveName;
+ char ch;
+ while ((ch = (char)in->readByte()) != '\0')
+ saveName += ch;
+ header._descr.setDescription(saveName);
+
+ // Get the thumbnail
+ header._descr.setThumbnail(Graphics::loadThumbnail(*in));
+
+ uint32 saveDate = in->readUint32BE();
+ uint16 saveTime = in->readUint16BE();
+ uint32 playTime = in->readUint32BE();
+
+ int day = (saveDate >> 24) & 0xFF;
+ int month = (saveDate >> 16) & 0xFF;
+ int year = saveDate & 0xFFFF;
+ header._descr.setSaveDate(year, month, day);
+
+ int hour = (saveTime >> 8) & 0xFF;
+ int minutes = saveTime & 0xFF;
+ header._descr.setSaveTime(hour, minutes);
+
+ header._descr.setPlayTime(playTime * 1000);
+ if (g_engine)
+ g_engine->setTotalPlayTime(playTime * 1000);
+
+ return true;
+}
+
+bool LabEngine::saveGame(int slot, const Common::String desc) {
+ Common::String fileName = generateSaveFileName(slot);
+ Common::SaveFileManager *saveFileManager = _system->getSavefileManager();
+ Common::OutSaveFile *file = saveFileManager->openForSaving(fileName);
+
+ if (!file)
+ return false;
+
+ // Load scene pic
+ _graphics->readPict(getPictName(false));
+
+
+ writeSaveGameHeader(file, desc);
+ file->writeUint16LE(_roomNum);
+ file->writeUint16LE(getDirection());
+ file->writeUint16LE(getQuarters());
+
+ // Conditions
+ for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++)
+ file->writeUint16LE(_conditions->_array[i]);
+
+ // Rooms found
+ for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++)
+ file->writeUint16LE(_roomsFound->_array[i]);
+
+ _specialLocks->save(file);
+
+ // Breadcrumbs
+ for (uint i = 0; i < MAX_CRUMBS; i++) {
+ file->writeUint16LE(_breadCrumbs[i]._roomNum);
+ file->writeUint16LE(_breadCrumbs[i]._direction);
+ }
+
+ file->flush();
+ file->finalize();
+ delete file;
+
+ return true;
+}
+
+bool LabEngine::loadGame(int slot) {
+ Common::String fileName = generateSaveFileName(slot);
+ Common::SaveFileManager *saveFileManager = _system->getSavefileManager();
+ Common::InSaveFile *file = saveFileManager->openForLoading(fileName);
+
+ if (!file)
+ return false;
+
+ SaveGameHeader header;
+ readSaveGameHeader(file, header);
+ _roomNum = file->readUint16LE();
+ setDirection(file->readUint16LE());
+ setQuarters(file->readUint16LE());
+
+ // Conditions
+ for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++)
+ _conditions->_array[i] = file->readUint16LE();
+
+ // Rooms found
+ for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++)
+ _roomsFound->_array[i] = file->readUint16LE();
+
+ _specialLocks->load(file);
+
+ // Breadcrumbs
+ for (int i = 0; i < MAX_CRUMBS; i++) {
+ _breadCrumbs[i]._roomNum = file->readUint16LE();
+ _breadCrumbs[i]._direction = file->readUint16LE();
+ }
+
+ _droppingCrumbs = (_breadCrumbs[0]._roomNum != 0);
+ _followingCrumbs = false;
+
+ for (int i = 0; i < MAX_CRUMBS; i++) {
+ if (_breadCrumbs[i]._roomNum == 0)
+ break;
+ _numCrumbs = i;
+ }
+
+ delete file;
+
+ return true;
+}
+
+bool LabEngine::saveRestoreGame() {
+ bool isOK = false;
+
+ // The original had one screen for saving/loading. We have two.
+ // Ask the user which screen to use.
+ GUI::MessageDialog saveOrLoad(_("Would you like to save or restore a game?"), _("Save"), _("Restore"));
+
+ int choice = saveOrLoad.runModal();
+ if (choice == GUI::kMessageOK) {
+ // Save
+ GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
+ int slot = dialog->runModalWithCurrentTarget();
+ if (slot >= 0) {
+ Common::String desc = dialog->getResultString();
+
+ if (desc.empty()) {
+ // create our own description for the saved game, the user didn't enter it
+ desc = dialog->createDefaultSaveDescription(slot);
+ }
+
+ isOK = saveGame(slot, desc);
+ }
+ delete dialog;
+ } else {
+ // Restore
+ GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
+ int slot = dialog->runModalWithCurrentTarget();
+ if (slot >= 0) {
+ isOK = loadGame(slot);
+ if (isOK)
+ _music->checkRoomMusic();
+ }
+ delete dialog;
+ }
+
+ _alternate = false;
+ _mainDisplay = true;
+ _event->initMouse();
+ _graphics->screenUpdate();
+
+ return isOK;
+}
+
+} // End of namespace Lab