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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.
+ *
+ */
+
+#include "common/scummsys.h"
+
+#include "zvision/zvision.h"
+#include "zvision/file/save_manager.h"
+#include "zvision/scripting/script_manager.h"
+#include "zvision/graphics/render_manager.h"
+
+#include "common/system.h"
+#include "common/translation.h"
+
+#include "graphics/surface.h"
+#include "graphics/thumbnail.h"
+
+#include "gui/message.h"
+#include "gui/saveload.h"
+
+namespace ZVision {
+
+const uint32 SaveManager::SAVEGAME_ID = MKTAG('Z', 'E', 'N', 'G');
+
+bool SaveManager::scummVMSaveLoadDialog(bool isSave) {
+ GUI::SaveLoadChooser *dialog;
+ Common::String desc;
+ int slot;
+
+ if (isSave) {
+ dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
+
+ slot = dialog->runModalWithCurrentTarget();
+ desc = dialog->getResultString();
+
+ if (desc.empty()) {
+ // create our own description for the saved game, the user didnt enter it
+ desc = dialog->createDefaultSaveDescription(slot);
+ }
+
+ if (desc.size() > 28)
+ desc = Common::String(desc.c_str(), 28);
+ } else {
+ dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
+ slot = dialog->runModalWithCurrentTarget();
+ }
+
+ delete dialog;
+
+ if (slot < 0)
+ return false;
+
+ if (isSave) {
+ saveGame(slot, desc, false);
+ return true;
+ } else {
+ Common::ErrorCode result = loadGame(slot).getCode();
+ return (result == Common::kNoError);
+ }
+}
+
+void SaveManager::saveGame(uint slot, const Common::String &saveName, bool useSaveBuffer) {
+ if (!_tempSave && useSaveBuffer)
+ return;
+
+ Common::SaveFileManager *saveFileManager = g_system->getSavefileManager();
+ Common::OutSaveFile *file = saveFileManager->openForSaving(_engine->generateSaveFileName(slot));
+
+ writeSaveGameHeader(file, saveName, useSaveBuffer);
+
+ if (useSaveBuffer)
+ file->write(_tempSave->getData(), _tempSave->size());
+ else
+ _engine->getScriptManager()->serialize(file);
+
+ file->finalize();
+ delete file;
+
+ if (useSaveBuffer)
+ flushSaveBuffer();
+
+ _lastSaveTime = g_system->getMillis();
+}
+
+void SaveManager::autoSave() {
+ saveGame(0, "Auto save", false);
+}
+
+void SaveManager::writeSaveGameHeader(Common::OutSaveFile *file, const Common::String &saveName, bool useSaveBuffer) {
+ file->writeUint32BE(SAVEGAME_ID);
+
+ // Write version
+ file->writeByte(SAVE_VERSION);
+
+ // Write savegame name
+ file->writeString(saveName);
+ file->writeByte(0);
+
+ // Save the game thumbnail
+ if (useSaveBuffer)
+ file->write(_tempThumbnail->getData(), _tempThumbnail->size());
+ else
+ Graphics::saveThumbnail(*file);
+
+ // Write out the save date/time
+ TimeDate td;
+ g_system->getTimeAndDate(td);
+ file->writeSint16LE(td.tm_year + 1900);
+ file->writeSint16LE(td.tm_mon + 1);
+ file->writeSint16LE(td.tm_mday);
+ file->writeSint16LE(td.tm_hour);
+ file->writeSint16LE(td.tm_min);
+}
+
+Common::Error SaveManager::loadGame(int slot) {
+ Common::SeekableReadStream *saveFile = NULL;
+
+ if (slot >= 0) {
+ saveFile = getSlotFile(slot);
+ } else {
+ saveFile = _engine->getSearchManager()->openFile("r.svr");
+ if (!saveFile) {
+ Common::File *restoreFile = new Common::File();
+ if (!restoreFile->open("r.svr")) {
+ delete restoreFile;
+ return Common::kPathDoesNotExist;
+ }
+
+ saveFile = restoreFile;
+ }
+ }
+
+ if (!saveFile)
+ return Common::kPathDoesNotExist;
+
+ // Read the header
+ SaveGameHeader header;
+ if (!readSaveGameHeader(saveFile, header)) {
+ return Common::kUnknownError;
+ }
+
+ ScriptManager *scriptManager = _engine->getScriptManager();
+ // Update the state table values
+ scriptManager->deserialize(saveFile);
+
+ delete saveFile;
+ if (header.thumbnail)
+ delete header.thumbnail;
+
+ if (_engine->getGameId() == GID_NEMESIS && scriptManager->getCurrentLocation() == "tv2f") {
+ // WORKAROUND for script bug #6793: location tv2f (stairs) has two states:
+ // one at the top of the stairs, and one at the bottom. When the player
+ // goes to the bottom of the stairs, the screen changes, and hotspot
+ // 4652 (exit opposite the stairs) is enabled. However, the variable that
+ // controls the state (2408) is reset when the player goes down the stairs.
+ // Furthermore, the room's initialization script disables the stair exit
+ // control (4652). This leads to an impossible situation, where all the
+ // exit controls are disabled, and the player can't more anywhere. Thus,
+ // when loading a game in that room, we check for that impossible
+ // situation, which only occurs after the player has moved down the stairs,
+ // and fix it here by setting the correct background, and enabling the
+ // stair exit hotspot.
+ if ((scriptManager->getStateFlag(2411) & Puzzle::DISABLED) &&
+ (scriptManager->getStateFlag(2408) & Puzzle::DISABLED) &&
+ (scriptManager->getStateFlag(4652) & Puzzle::DISABLED)) {
+ _engine->getRenderManager()->setBackgroundImage("tv2fb21c.tga");
+ scriptManager->unsetStateFlag(4652, Puzzle::DISABLED);
+ }
+ }
+
+ return Common::kNoError;
+}
+
+bool SaveManager::readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header) {
+ uint32 tag = in->readUint32BE();
+ // Check if it's original savegame than fill header structure
+ if (tag == MKTAG('Z', 'N', 'S', 'G')) {
+ header.saveYear = 0;
+ header.saveMonth = 0;
+ header.saveDay = 0;
+ header.saveHour = 0;
+ header.saveMinutes = 0;
+ header.saveName = "Original Save";
+ header.thumbnail = NULL;
+ header.version = SAVE_ORIGINAL;
+ in->seek(-4, SEEK_CUR);
+ return true;
+ }
+ if (tag != SAVEGAME_ID) {
+ warning("File is not a Z-Vision save file. Aborting load");
+ return false;
+ }
+
+ // Read in the version
+ header.version = in->readByte();
+
+ // Check that the save version isn't newer than this binary
+ if (header.version > SAVE_VERSION) {
+ uint tempVersion = header.version;
+ GUI::MessageDialog dialog(
+ Common::String::format(
+ "This save file uses version %u, but this engine only "
+ "supports up to version %d. You will need an updated version "
+ "of the engine to use this save file.", tempVersion, SAVE_VERSION
+ ),
+ "OK");
+ dialog.runModal();
+ }
+
+ // Read in the save name
+ 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;
+}
+
+Common::SeekableReadStream *SaveManager::getSlotFile(uint slot) {
+ Common::SeekableReadStream *saveFile = g_system->getSavefileManager()->openForLoading(_engine->generateSaveFileName(slot));
+ if (saveFile == NULL) {
+ // Try to load standard save file
+ Common::String filename;
+ if (_engine->getGameId() == GID_GRANDINQUISITOR)
+ filename = Common::String::format("inqsav%u.sav", slot);
+ else if (_engine->getGameId() == GID_NEMESIS)
+ filename = Common::String::format("nemsav%u.sav", slot);
+
+ saveFile = _engine->getSearchManager()->openFile(filename);
+ if (saveFile == NULL) {
+ Common::File *tmpFile = new Common::File;
+ if (!tmpFile->open(filename)) {
+ delete tmpFile;
+ } else {
+ saveFile = tmpFile;
+ }
+ }
+
+ }
+
+ return saveFile;
+}
+
+void SaveManager::prepareSaveBuffer() {
+ delete _tempThumbnail;
+ _tempThumbnail = new Common::MemoryWriteStreamDynamic;
+ Graphics::saveThumbnail(*_tempThumbnail);
+
+ delete _tempSave;
+ _tempSave = new Common::MemoryWriteStreamDynamic;
+ _engine->getScriptManager()->serialize(_tempSave);
+}
+
+void SaveManager::flushSaveBuffer() {
+ delete _tempThumbnail;
+ _tempThumbnail = NULL;
+
+ delete _tempSave;
+ _tempSave = NULL;
+}
+
+} // End of namespace ZVision