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-rw-r--r--engines/zvision/save_manager.cpp176
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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 "common/system.h"
+
+#include "graphics/surface.h"
+#include "graphics/thumbnail.h"
+
+#include "zvision/save_manager.h"
+#include "zvision/zvision.h"
+#include "zvision/script_manager.h"
+
+
+namespace ZVision {
+
+const uint32 SaveManager::SAVEGAME_ID = MKTAG('Z', 'E', 'N', 'G');
+
+void SaveManager::saveGame(uint slot, const Common::String &saveName) {
+ Common::SaveFileManager *saveFileManager = g_system->getSavefileManager();
+ Common::OutSaveFile *file = saveFileManager->openForSaving(_engine->generateSaveFileName(slot));
+
+ // Write out the savegame header
+ file->writeUint32BE(SAVEGAME_ID);
+
+ // Write savegame name
+ file->writeString(saveName);
+ file->writeByte(0);
+
+ // We can't call writeGameSaveData because the save menu is actually
+ // a room, so writeGameSaveData would save us in the save menu.
+ // However, an auto save is performed before each room change, so we
+ // can copy the data from there. We can guarantee that an auto save file will
+ // exist before this is called because the save menu can only be accessed
+ // after the first room (the main menu) has loaded.
+ Common::InSaveFile *autoSaveFile = saveFileManager->openForLoading(_engine->generateAutoSaveFileName());
+
+ // Skip over the header info
+ autoSaveFile->readSint32BE(); // SAVEGAME_ID
+ autoSaveFile->seek(5, SEEK_CUR); // The string "auto" with terminating NULL
+
+ // Read the rest to a buffer
+ uint32 size = autoSaveFile->size() - autoSaveFile->pos();
+ byte *buffer = new byte[size];
+ autoSaveFile->read(buffer, size);
+
+ // Then write the buffer to the new file
+ file->write(buffer, size);
+
+ // Cleanup
+ delete[] buffer;
+ file->finalize();
+}
+
+void SaveManager::autoSave() {
+ Common::OutSaveFile *file = g_system->getSavefileManager()->openForSaving(_engine->generateAutoSaveFileName());
+
+ // Write out the savegame header
+ file->writeUint32BE(SAVEGAME_ID);
+
+ file->writeString("auto");
+ file->writeByte(0);
+
+ writeSaveGameData(file);
+
+ file->finalize();
+}
+
+void SaveManager::writeSaveGameData(Common::OutSaveFile *file) {
+ // Create a thumbnail and save it
+ 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);
+
+ ScriptManager *scriptManager = _engine->getScriptManager();
+ // Write out the current location
+ Location currentLocation = scriptManager->getCurrentLocation();
+ file->writeByte(currentLocation.world);
+ file->writeByte(currentLocation.room);
+ file->writeByte(currentLocation.node);
+ file->writeByte(currentLocation.view);
+ file->writeUint32LE(currentLocation.offset);
+
+ // Write out the current state table values
+ scriptManager->serializeStateTable(file);
+
+ // Write out any controls needing to save state
+ scriptManager->serializeControls(file);
+}
+
+Common::Error SaveManager::loadGame(uint slot) {
+ Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(_engine->generateSaveFileName(slot));
+ if (saveFile == 0) {
+ return Common::kPathDoesNotExist;
+ }
+
+ // Read the header
+ SaveGameHeader header;
+ if (!readSaveGameHeader(saveFile, header)) {
+ return Common::kUnknownError;
+ }
+
+ char world = (char)saveFile->readByte();
+ char room = (char)saveFile->readByte();
+ char node = (char)saveFile->readByte();
+ char view = (char)saveFile->readByte();
+ uint32 offset = (char)saveFile->readUint32LE();
+
+ ScriptManager *scriptManager = _engine->getScriptManager();
+ // Load the room
+ scriptManager->changeLocation(world, room, node, view, offset);
+
+ // Update the state table values
+ scriptManager->deserializeStateTable(saveFile);
+
+ // Update the controls
+ scriptManager->deserializeControls(saveFile);
+
+ return Common::kNoError;
+}
+
+bool SaveManager::readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header) {
+ if (in->readSint32BE() != SAVEGAME_ID) {
+ warning("File is not a ZVision save file. Aborting load");
+ return false;
+ }
+
+ // 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;
+}
+
+} // End of namespace ZVision