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Diffstat (limited to 'engines/titanic/core/project_item.cpp')
-rw-r--r-- | engines/titanic/core/project_item.cpp | 549 |
1 files changed, 549 insertions, 0 deletions
diff --git a/engines/titanic/core/project_item.cpp b/engines/titanic/core/project_item.cpp new file mode 100644 index 0000000000..76293233b0 --- /dev/null +++ b/engines/titanic/core/project_item.cpp @@ -0,0 +1,549 @@ +/* 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/file.h" +#include "common/savefile.h" +#include "graphics/scaler.h" +#include "graphics/thumbnail.h" +#include "titanic/game_manager.h" +#include "titanic/titanic.h" +#include "titanic/core/dont_save_file_item.h" +#include "titanic/core/node_item.h" +#include "titanic/core/project_item.h" +#include "titanic/core/view_item.h" +#include "titanic/pet_control/pet_control.h" + +namespace Titanic { + +#define CURRENT_SAVEGAME_VERSION 1 +#define MAX_SAVEGAME_SLOTS 99 +#define MINIMUM_SAVEGAME_VERSION 1 + +static const char *const SAVEGAME_STR = "TNIC"; +#define SAVEGAME_STR_SIZE 4 + +EMPTY_MESSAGE_MAP(CProjectItem, CFileItem); + +void CFileListItem::save(SimpleFile *file, int indent) { + file->writeNumberLine(0, indent); + file->writeQuotedLine(_name, indent); + + ListItem::save(file, indent); +} + +void CFileListItem::load(SimpleFile *file) { + file->readNumber(); + _name = file->readString(); + + ListItem::load(file); +} + +/*------------------------------------------------------------------------*/ + +CProjectItem::CProjectItem() : _nextRoomNumber(0), _nextMessageNumber(0), + _nextObjectNumber(0), _gameManager(nullptr) { +} + +void CProjectItem::save(SimpleFile *file, int indent) { + file->writeNumberLine(6, indent); + file->writeQuotedLine("Next Avail. Object Number", indent); + file->writeNumberLine(_nextObjectNumber, indent); + file->writeQuotedLine("Next Avail. Message Number", indent); + file->writeNumberLine(_nextMessageNumber, indent); + + file->writeQuotedLine("", indent); + _files.save(file, indent); + + file->writeQuotedLine("Next Avail. Room Number", indent); + file->writeNumberLine(_nextRoomNumber, indent); + + CTreeItem::save(file, indent); +} + +void CProjectItem::buildFilesList() { + _files.destroyContents(); + + CTreeItem *treeItem = getFirstChild(); + while (treeItem) { + if (treeItem->isFileItem()) { + CString name = static_cast<CFileItem *>(treeItem)->getFilename(); + _files.add()->_name = name; + } + + treeItem = getNextSibling(); + } +} + +void CProjectItem::load(SimpleFile *file) { + int val = file->readNumber(); + _files.destroyContents(); + int count; + + switch (val) { + case 1: + file->readBuffer(); + _nextRoomNumber = file->readNumber(); + // Deliberate fall-through + + case 0: + // Load the list of files + count = file->readNumber(); + for (int idx = 0; idx < count; ++idx) { + CString name = file->readString(); + _files.add()->_name = name; + } + break; + + case 6: + file->readBuffer(); + _nextObjectNumber = file->readNumber(); + // Deliberate fall-through + + case 5: + file->readBuffer(); + _nextMessageNumber = file->readNumber(); + // Deliberate fall-through + + case 4: + file->readBuffer(); + // Deliberate fall-through + + case 2: + case 3: + _files.load(file); + file->readBuffer(); + _nextRoomNumber = file->readNumber(); + break; + + default: + break; + } + + CTreeItem::load(file); +} + +CGameManager *CProjectItem::getGameManager() const { + return _gameManager; +} + +void CProjectItem::setGameManager(CGameManager *gameManager) { + if (!_gameManager) + _gameManager = gameManager; +} + +void CProjectItem::resetGameManager() { + _gameManager = nullptr; +} + +void CProjectItem::loadGame(int slotId) { + CompressedFile file; + + // Clear any existing project contents and call preload code + clear(); + preLoad(); + + // Open either an existing savegame slot or the new game template + if (slotId >= 0) { + Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading( + g_vm->generateSaveName(slotId)); + file.open(saveFile); + } else { + Common::File *newFile = new Common::File(); + if (!newFile->open("newgame.st")) + error("Could not open newgame.st"); + file.open(newFile); + } + + // Load the savegame header in + TitanicSavegameHeader header; + readSavegameHeader(&file, header); + delete header._thumbnail; + + // Load the contents in + CProjectItem *newProject = loadData(&file); + file.IsClassStart(); + getGameManager()->load(&file); + + file.close(); + + // Clear existing project + clear(); + + // Detach each item under the loaded project, and re-attach them + // to the existing project instance (this) + CTreeItem *item; + while ((item = newProject->getFirstChild()) != nullptr) { + item->detach(); + item->addUnder(this); + } + + // Loaded project instance is no longer needed + newProject->destroyAll(); + + // Post-load processing + postLoad(); +} + +void CProjectItem::saveGame(int slotId, const CString &desc) { + CompressedFile file; + Common::OutSaveFile *saveFile = g_system->getSavefileManager()->openForSaving( + g_vm->generateSaveName(slotId), false); + file.open(saveFile); + + // Signal the game is being saved + preSave(); + + // Write out the savegame header + TitanicSavegameHeader header; + header._saveName = desc; + writeSavegameHeader(&file, header); + + // Save the contents out + saveData(&file, this); + + // Save the game manager data + _gameManager->save(&file); + + // Close the file and signal that the saving has finished + file.close(); + postSave(); +} + +void CProjectItem::clear() { + CTreeItem *item; + while ((item = getFirstChild()) != nullptr) + item->destroyAll(); +} + +CProjectItem *CProjectItem::loadData(SimpleFile *file) { + if (!file->IsClassStart()) + return nullptr; + + CProjectItem *root = nullptr; + CTreeItem *parent = nullptr; + CTreeItem *item = nullptr; + + do { + CString entryString = file->readString(); + + if (entryString == "ALONG") { + // Move along, nothing needed + } else if (entryString == "UP") { + // Move up + if (parent == nullptr || + (parent = parent->getParent()) == nullptr) + break; + } else if (entryString == "DOWN") { + // Move down + if (parent == nullptr) + parent = item; + else + parent = parent->getLastChild(); + } else { + // Create new class instance + item = dynamic_cast<CTreeItem *>(CSaveableObject::createInstance(entryString)); + assert(item); + + if (root) { + // Already created root project + item->addUnder(parent); + } else { + root = dynamic_cast<CProjectItem *>(item); + assert(root); + root->_filename = _filename; + } + + // Load the data for the item + item->load(file); + } + + file->IsClassStart(); + } while (file->IsClassStart()); + + return root; +} + +void CProjectItem::saveData(SimpleFile *file, CTreeItem *item) const { + while (item) { + item->saveHeader(file, 0); + item->save(file, 1); + item->saveFooter(file, 0); + + CTreeItem *child = item->getFirstChild(); + if (child) { + file->write("\n{\n", 3); + file->writeQuotedString("DOWN"); + file->write("\n}\n", 3); + saveData(file, child); + file->write("\n{\n", 3); + file->writeQuotedString("UP"); + } else { + file->write("\n{\n", 3); + file->writeQuotedString("ALONG"); + } + + file->write("\n}\n", 3); + item = item->getNextSibling(); + } +} + +void CProjectItem::preLoad() { + if (_gameManager) + _gameManager->preLoad(); +} + +void CProjectItem::postLoad() { + CGameManager *gameManager = getGameManager(); + if (gameManager) + gameManager->postLoad(this); + + CPetControl *petControl = getPetControl(); + if (petControl) + petControl->postLoad(); +} + +void CProjectItem::preSave() { + if (_gameManager) + _gameManager->preSave(this); +} + +void CProjectItem::postSave() { + if (_gameManager) + _gameManager->postSave(); +} + +CPetControl *CProjectItem::getPetControl() const { + CDontSaveFileItem *fileItem = getDontSaveFileItem(); + CTreeItem *treeItem; + + if (!fileItem || (treeItem = fileItem->getLastChild()) == nullptr) + return nullptr; + + while (treeItem) { + CPetControl *petControl = dynamic_cast<CPetControl *>(treeItem); + if (petControl) + return petControl; + + treeItem = treeItem->getPriorSibling(); + } + + return nullptr; +} + +CRoomItem *CProjectItem::findFirstRoom() const { + return dynamic_cast<CRoomItem *>(findChildInstance(CRoomItem::_type)); +} + +CTreeItem *CProjectItem::findChildInstance(ClassDef *classDef) const { + CTreeItem *treeItem = getFirstChild(); + if (treeItem == nullptr) + return nullptr; + + do { + CTreeItem *childItem = treeItem->getFirstChild(); + if (childItem) { + do { + if (childItem->isInstanceOf(classDef)) + return childItem; + } while ((childItem = childItem->getNextSibling()) != nullptr); + } + } while ((treeItem = treeItem->getNextSibling()) != nullptr); + + return nullptr; +} + +CRoomItem *CProjectItem::findNextRoom(CRoomItem *priorRoom) const { + return dynamic_cast<CRoomItem *>(findSiblingInstanceOf(CRoomItem::_type, priorRoom)); +} + +CTreeItem *CProjectItem::findSiblingInstanceOf(ClassDef *classDef, CTreeItem *startItem) const { + CTreeItem *treeItem = startItem->getParent()->getNextSibling(); + if (treeItem == nullptr) + return nullptr; + + return findChildInstance(classDef); +} + +CDontSaveFileItem *CProjectItem::getDontSaveFileItem() const { + for (CTreeItem *treeItem = getFirstChild(); treeItem; treeItem = treeItem->getNextSibling()) { + if (treeItem->isInstanceOf(CDontSaveFileItem::_type)) + return dynamic_cast<CDontSaveFileItem *>(treeItem); + } + + return nullptr; +} + +CRoomItem *CProjectItem::findHiddenRoom() { + return dynamic_cast<CRoomItem *>(findByName("HiddenRoom")); +} + +CViewItem *CProjectItem::findView(int roomNumber, int nodeNumber, int viewNumber) { + CTreeItem *treeItem = getFirstChild(); + CRoomItem *roomItem = nullptr; + + // Scan for the specified room + if (treeItem) { + do { + CTreeItem *childItem = treeItem->getFirstChild(); + CRoomItem *rItem = dynamic_cast<CRoomItem *>(childItem); + if (rItem && rItem->_roomNumber == roomNumber) { + roomItem = rItem; + break; + } + } while ((treeItem = treeItem->getNextSibling()) != nullptr); + } + if (!roomItem) + return nullptr; + + // Scan for the specified node within the room + CNodeItem *nodeItem = nullptr; + + CNodeItem *nItem = dynamic_cast<CNodeItem *>( + roomItem->findChildInstanceOf(CNodeItem::_type)); + for (; nItem && !nodeItem; nItem = dynamic_cast<CNodeItem *>( + findNextInstanceOf(CNodeItem::_type, nItem))) { + if (nItem->_nodeNumber == nodeNumber) + nodeItem = nItem; + } + if (!nodeItem) + return nullptr; + + // Scan for the specified view within the node + CViewItem *viewItem = dynamic_cast<CViewItem *>( + nodeItem->findChildInstanceOf(CViewItem::_type)); + for (; viewItem; viewItem = dynamic_cast<CViewItem *>( + findNextInstanceOf(CViewItem::_type, viewItem))) { + if (viewItem->_viewNumber == viewNumber) + return viewItem; + } + + return nullptr; +} + +SaveStateList CProjectItem::getSavegameList(const Common::String &target) { + Common::SaveFileManager *saveFileMan = g_system->getSavefileManager(); + Common::StringArray filenames; + Common::String saveDesc; + Common::String pattern = Common::String::format("%s.0??", target.c_str()); + TitanicSavegameHeader header; + + filenames = saveFileMan->listSavefiles(pattern); + sort(filenames.begin(), filenames.end()); // Sort to get the files in numerical order + + SaveStateList saveList; + for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) { + const char *ext = strrchr(file->c_str(), '.'); + int slot = ext ? atoi(ext + 1) : -1; + + if (slot >= 0 && slot < MAX_SAVEGAME_SLOTS) { + Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(*file); + + if (in) { + SimpleFile f; + f.open(in); + if (!readSavegameHeader(&f, header)) + continue; + + saveList.push_back(SaveStateDescriptor(slot, header._saveName)); + + header._thumbnail->free(); + delete header._thumbnail; + delete in; + } + } + } + + return saveList; +} + +bool CProjectItem::readSavegameHeader(SimpleFile *file, TitanicSavegameHeader &header) { + char saveIdentBuffer[SAVEGAME_STR_SIZE + 1]; + header._thumbnail = nullptr; + + // Validate the header Id + file->unsafeRead(saveIdentBuffer, SAVEGAME_STR_SIZE + 1); + if (strncmp(saveIdentBuffer, SAVEGAME_STR, SAVEGAME_STR_SIZE)) { + file->seek(-SAVEGAME_STR_SIZE, SEEK_CUR); + header._saveName = "Unnamed"; + return true; + } + + header._version = file->readByte(); + if (header._version < MINIMUM_SAVEGAME_VERSION || header._version > CURRENT_SAVEGAME_VERSION) + return false; + + // Read in the string + header._saveName.clear(); + char ch; + while ((ch = (char)file->readByte()) != '\0') header._saveName += ch; + + // Get the thumbnail + header._thumbnail = Graphics::loadThumbnail(*file); + if (!header._thumbnail) + return false; + + // Read in save date/time + header._year = file->readUint16LE(); + header._month = file->readUint16LE(); + header._day = file->readUint16LE(); + header._hour = file->readUint16LE(); + header._minute = file->readUint16LE(); + header._totalFrames = file->readUint32LE(); + + return true; +} + +void CProjectItem::writeSavegameHeader(SimpleFile *file, TitanicSavegameHeader &header) { + // Write out a savegame header + file->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1); + + file->writeByte(CURRENT_SAVEGAME_VERSION); + + // Write savegame name + file->write(header._saveName.c_str(), header._saveName.size()); + file->writeByte('\0'); + + // Create a thumbnail of the screen and save it out + Graphics::Surface *thumb = createThumbnail(); + Graphics::saveThumbnail(*file, *thumb); + thumb->free(); + delete thumb; + + // Write out the save date/time + TimeDate td; + g_system->getTimeAndDate(td); + file->writeUint16LE(td.tm_year + 1900); + file->writeUint16LE(td.tm_mon + 1); + file->writeUint16LE(td.tm_mday); + file->writeUint16LE(td.tm_hour); + file->writeUint16LE(td.tm_min); + file->writeUint32LE(g_vm->_events->getFrameCounter()); +} + +Graphics::Surface *CProjectItem::createThumbnail() { + Graphics::Surface *thumb = new Graphics::Surface(); + + ::createThumbnailFromScreen(thumb); + return thumb; +} + +} // End of namespace Titanic |