/* ScummVM - Scumm Interpreter * Copyright (C) 2006 The ScummVM project * * Copyright (C) 1999-2003 Sarien Team * * 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. * * $URL$ * $Id$ * */ /* * Savegame support by Vasyl Tsvirkunov * Multi-slots by Claudio Matsuoka */ #include "common/stdafx.h" #include "agi/agi.h" #include "agi/graphics.h" #include "agi/sprite.h" #include "agi/text.h" #include "agi/savegame.h" #include "agi/keyboard.h" #include "agi/menu.h" namespace Agi { #if defined(WIN32) #define MKDIR(a,b) mkdir(a) #else #define MKDIR(a,b) mkdir(a,b) #endif /* Image stack support */ struct image_stack_element { uint8 type; uint8 pad; int16 parm1; int16 parm2; int16 parm3; int16 parm4; int16 parm5; int16 parm6; int16 parm7; }; #define INITIAL_IMAGE_STACK_SIZE 32 static int stack_size = 0; static struct image_stack_element *image_stack = NULL; static int image_stack_pointer = 0; void clear_image_stack(void) { image_stack_pointer = 0; } void release_image_stack(void) { if (image_stack) free(image_stack); image_stack = NULL; stack_size = image_stack_pointer = 0; } void record_image_stack_call(uint8 type, int16 p1, int16 p2, int16 p3, int16 p4, int16 p5, int16 p6, int16 p7) { struct image_stack_element *pnew; if (image_stack_pointer == stack_size) { if (stack_size == 0) { /* first call */ image_stack = (struct image_stack_element *) malloc(INITIAL_IMAGE_STACK_SIZE * sizeof(struct image_stack_element)); stack_size = INITIAL_IMAGE_STACK_SIZE; } else { /* has to grow */ struct image_stack_element *new_stack; new_stack = (struct image_stack_element *) malloc(2 * stack_size * sizeof(struct image_stack_element)); memcpy(new_stack, image_stack, stack_size * sizeof(struct image_stack_element)); free(image_stack); image_stack = new_stack; stack_size *= 2; } } pnew = &image_stack[image_stack_pointer]; image_stack_pointer++; pnew->type = type; pnew->parm1 = p1; pnew->parm2 = p2; pnew->parm3 = p3; pnew->parm4 = p4; pnew->parm5 = p5; pnew->parm6 = p6; pnew->parm7 = p7; } void replay_image_stack_call(uint8 type, int16 p1, int16 p2, int16 p3, int16 p4, int16 p5, int16 p6, int16 p7) { switch (type) { case ADD_PIC: debugC(8, kDebugLevelMain, "--- decoding picture %d ---", p1); agi_load_resource(rPICTURE, p1); decode_picture(p1, p2); break; case ADD_VIEW: agi_load_resource(rVIEW, p1); _sprites->add_to_pic(p1, p2, p3, p4, p5, p6, p7); break; } } /* */ static const char *strSig = "AGI:"; // FIXME: The following wrapper methods are not needed, since class File // (resp. class Stream) already offers similar methods. static void write_uint8(Common::File *f, int8 val) { f->write(&val, 1); } static void write_sint16(Common::File *f, int16 val) { static uint8 buf[2]; buf[0] = (uint8) ((val >> 8) & 255); buf[1] = (uint8) (val & 255); f->write(buf, 2); } static void write_uint16(Common::File *f, uint16 val) { static uint8 buf[2]; buf[0] = (uint8) ((val >> 8) & 255); buf[1] = (uint8) (val & 255); f->write(buf, 2); } static uint8 read_uint8(Common::File *f) { static uint8 buf[1]; f->read(buf, 1); return buf[0]; } static uint16 read_uint16(Common::File *f) { static uint8 buf[2]; f->read(buf, 2); return (buf[0] << 8) | buf[1]; } static int16 read_sint16(Common::File *f) { static uint8 buf[2]; f->read(buf, 2); return (int16) ((buf[0] << 8) | buf[1]); } static void write_string(Common::File *f, const char *s) { write_sint16(f, (int16) strlen(s)); f->write(s, strlen(s)); } static void read_string(Common::File *f, char *s) { int16 size = read_sint16(f); f->read(s, size); s[size] = (char)0; } static void write_bytes(Common::File *f, const char *s, int16 size) { f->write(s, size); } static void read_bytes(Common::File *f, char *s, int16 size) { f->read(s, size); } /* * Version 0: view table has 64 entries * Version 1: view table has 256 entries (needed in KQ3) */ #define SAVEGAME_VERSION 1 int save_game(char *s, const char *d) { int16 i; struct image_stack_element *ptr = image_stack; Common::File f; // FIXME: Do *not* use Common::File to access savegames, it is not portable! f.open(s, Common::File::kFileWriteMode); if (!f.isOpen()) return err_BadFileOpen; write_bytes(&f, strSig, 8); write_string(&f, d); write_uint8(&f, (uint8) SAVEGAME_VERSION); write_uint8(&f, (uint8) game.state); /* game.name */ write_string(&f, game.id); /* game.crc */ for (i = 0; i < MAX_FLAGS; i++) write_uint8(&f, game.flags[i]); for (i = 0; i < MAX_VARS; i++) write_uint8(&f, game.vars[i]); write_sint16(&f, (int8) game.horizon); write_sint16(&f, (int16) game.line_status); write_sint16(&f, (int16) game.line_user_input); write_sint16(&f, (int16) game.line_min_print); /* game.cursor_pos */ /* game.input_buffer */ /* game.echo_buffer */ /* game.keypress */ write_sint16(&f, (int16) game.input_mode); write_sint16(&f, (int16) game.lognum); write_sint16(&f, (int16) game.player_control); write_sint16(&f, (int16) game.quit_prog_now); write_sint16(&f, (int16) game.status_line); write_sint16(&f, (int16) game.clock_enabled); write_sint16(&f, (int16) game.exit_all_logics); write_sint16(&f, (int16) game.picture_shown); write_sint16(&f, (int16) game.has_prompt); write_sint16(&f, (int16) game.game_flags); /* Reversed to keep compatibility with old savegames */ write_sint16(&f, (int16)!game.input_enabled); for (i = 0; i < _HEIGHT; i++) write_uint8(&f, game.pri_table[i]); /* game.msg_box_ticks */ /* game.block */ /* game.window */ /* game.has_window */ write_sint16(&f, (int16)game.gfx_mode); write_uint8(&f, game.cursor_char); write_sint16(&f, (int16)game.color_fg); write_sint16(&f, (int16)game.color_bg); /* game.hires */ /* game.sbuf */ /* game.ego_words */ /* game.num_ego_words */ write_sint16(&f, (int16)game.num_objects); for (i = 0; i < (int16)game.num_objects; i++) write_sint16(&f, (int16)object_get_location(i)); /* game.ev_keyp */ for (i = 0; i < MAX_STRINGS; i++) write_string(&f, game.strings[i]); /* record info about loaded resources */ for (i = 0; i < MAX_DIRS; i++) { write_uint8(&f, game.dir_logic[i].flags); write_sint16(&f, (int16)game.logics[i].sIP); write_sint16(&f, (int16)game.logics[i].cIP); } for (i = 0; i < MAX_DIRS; i++) write_uint8(&f, game.dir_pic[i].flags); for (i = 0; i < MAX_DIRS; i++) write_uint8(&f, game.dir_view[i].flags); for (i = 0; i < MAX_DIRS; i++) write_uint8(&f, game.dir_sound[i].flags); /* game.pictures */ /* game.logics */ /* game.views */ /* game.sounds */ for (i = 0; i < MAX_VIEWTABLE; i++) { struct vt_entry *v = &game.view_table[i]; write_uint8(&f, v->step_time); write_uint8(&f, v->step_time_count); write_uint8(&f, v->entry); write_sint16(&f, v->x_pos); write_sint16(&f, v->y_pos); write_uint8(&f, v->current_view); /* v->view_data */ write_uint8(&f, v->current_loop); write_uint8(&f, v->num_loops); /* v->loop_data */ write_uint8(&f, v->current_cel); write_uint8(&f, v->num_cels); /* v->cel_data */ /* v->cel_data_2 */ write_sint16(&f, v->x_pos2); write_sint16(&f, v->y_pos2); /* v->s */ write_sint16(&f, v->x_size); write_sint16(&f, v->y_size); write_uint8(&f, v->step_size); write_uint8(&f, v->cycle_time); write_uint8(&f, v->cycle_time_count); write_uint8(&f, v->direction); write_uint8(&f, v->motion); write_uint8(&f, v->cycle); write_uint8(&f, v->priority); write_uint16(&f, v->flags); write_uint8(&f, v->parm1); write_uint8(&f, v->parm2); write_uint8(&f, v->parm3); write_uint8(&f, v->parm4); } /* Save image stack */ for (i = 0; i < image_stack_pointer; i++) { ptr = &image_stack[i]; write_uint8(&f, ptr->type); write_sint16(&f, ptr->parm1); write_sint16(&f, ptr->parm2); write_sint16(&f, ptr->parm3); write_sint16(&f, ptr->parm4); write_sint16(&f, ptr->parm5); write_sint16(&f, ptr->parm6); write_sint16(&f, ptr->parm7); } write_uint8(&f, 0); f.close(); return err_OK; } int load_game(char *s) { int i, ver, vt_entries = MAX_VIEWTABLE; uint8 t; int16 parm[7]; char sig[8]; char id[8]; char description[256]; Common::File f; // FIXME: Do *not* use Common::File to access savegames, it is not portable! f.open(s); if (!f.isOpen()) return err_BadFileOpen; read_bytes(&f, sig, 8); if (strncmp(sig, strSig, 8)) { f.close(); return err_BadFileOpen; } read_string(&f, description); ver = read_uint8(&f); if (ver == 0) vt_entries = 64; game.state = read_uint8(&f); /* game.name - not saved */ read_string(&f, id); if (strcmp(id, game.id)) { f.close(); return err_BadFileOpen; } /* game.crc - not saved */ for (i = 0; i < MAX_FLAGS; i++) game.flags[i] = read_uint8(&f); for (i = 0; i < MAX_VARS; i++) game.vars[i] = read_uint8(&f); game.horizon = read_sint16(&f); game.line_status = read_sint16(&f); game.line_user_input = read_sint16(&f); game.line_min_print = read_sint16(&f); /* These are never saved */ game.cursor_pos = 0; game.input_buffer[0] = 0; game.echo_buffer[0] = 0; game.keypress = 0; game.input_mode = read_sint16(&f); game.lognum = read_sint16(&f); game.player_control = read_sint16(&f); game.quit_prog_now = read_sint16(&f); game.status_line = read_sint16(&f); game.clock_enabled = read_sint16(&f); game.exit_all_logics = read_sint16(&f); game.picture_shown = read_sint16(&f); game.has_prompt = read_sint16(&f); game.game_flags = read_sint16(&f); game.input_enabled = !read_sint16(&f); for (i = 0; i < _HEIGHT; i++) game.pri_table[i] = read_uint8(&f); if (game.has_window) _text->close_window(); game.msg_box_ticks = 0; game.block.active = false; /* game.window - fixed by close_window() */ /* game.has_window - fixed by close_window() */ game.gfx_mode = read_sint16(&f); game.cursor_char = read_uint8(&f); game.color_fg = read_sint16(&f); game.color_bg = read_sint16(&f); /* game.hires - rebuilt from image stack */ /* game.sbuf - rebuilt from image stack */ /* game.ego_words - fixed by clean_input */ /* game.num_ego_words - fixed by clean_input */ game.num_objects = read_sint16(&f); for (i = 0; i < (int16) game.num_objects; i++) object_set_location(i, read_sint16(&f)); /* Those are not serialized */ for (i = 0; i < MAX_DIRS; i++) { game.ev_keyp[i].occured = false; } for (i = 0; i < MAX_STRINGS; i++) read_string(&f, game.strings[i]); for (i = 0; i < MAX_DIRS; i++) { if (read_uint8(&f) & RES_LOADED) agi_load_resource(rLOGIC, i); else agi_unload_resource(rLOGIC, i); game.logics[i].sIP = read_sint16(&f); game.logics[i].cIP = read_sint16(&f); } for (i = 0; i < MAX_DIRS; i++) { if (read_uint8(&f) & RES_LOADED) agi_load_resource(rPICTURE, i); else agi_unload_resource(rPICTURE, i); } for (i = 0; i < MAX_DIRS; i++) { if (read_uint8(&f) & RES_LOADED) agi_load_resource(rVIEW, i); else agi_unload_resource(rVIEW, i); } for (i = 0; i < MAX_DIRS; i++) { if (read_uint8(&f) & RES_LOADED) agi_load_resource(rSOUND, i); else agi_unload_resource(rSOUND, i); } /* game.pictures - loaded above */ /* game.logics - loaded above */ /* game.views - loaded above */ /* game.sounds - loaded above */ for (i = 0; i < vt_entries; i++) { struct vt_entry *v = &game.view_table[i]; v->step_time = read_uint8(&f); v->step_time_count = read_uint8(&f); v->entry = read_uint8(&f); v->x_pos = read_sint16(&f); v->y_pos = read_sint16(&f); v->current_view = read_uint8(&f); /* v->view_data - fixed below */ v->current_loop = read_uint8(&f); v->num_loops = read_uint8(&f); /* v->loop_data - fixed below */ v->current_cel = read_uint8(&f); v->num_cels = read_uint8(&f); /* v->cel_data - fixed below */ /* v->cel_data_2 - fixed below */ v->x_pos2 = read_sint16(&f); v->y_pos2 = read_sint16(&f); /* v->s - fixed below */ v->x_size = read_sint16(&f); v->y_size = read_sint16(&f); v->step_size = read_uint8(&f); v->cycle_time = read_uint8(&f); v->cycle_time_count = read_uint8(&f); v->direction = read_uint8(&f); v->motion = read_uint8(&f); v->cycle = read_uint8(&f); v->priority = read_uint8(&f); v->flags = read_uint16(&f); v->parm1 = read_uint8(&f); v->parm2 = read_uint8(&f); v->parm3 = read_uint8(&f); v->parm4 = read_uint8(&f); } for (i = vt_entries; i < MAX_VIEWTABLE; i++) { memset(&game.view_table[i], 0, sizeof(struct vt_entry)); } /* Fix some pointers in viewtable */ for (i = 0; i < MAX_VIEWTABLE; i++) { struct vt_entry *v = &game.view_table[i]; if (game.dir_view[v->current_view].offset == _EMPTY) continue; if (!(game.dir_view[v->current_view].flags & RES_LOADED)) agi_load_resource(rVIEW, v->current_view); set_view(v, v->current_view); /* Fix v->view_data */ set_loop(v, v->current_loop); /* Fix v->loop_data */ set_cel(v, v->current_cel); /* Fix v->cel_data */ v->cel_data_2 = v->cel_data; v->s = NULL; /* not sure if it is used... */ } _sprites->erase_both(); /* Clear input line */ clear_screen(0); _text->write_status(); /* Recreate background from saved image stack */ clear_image_stack(); while ((t = read_uint8(&f)) != 0) { for (i = 0; i < 7; i++) parm[i] = read_sint16(&f); replay_image_stack_call(t, parm[0], parm[1], parm[2], parm[3], parm[4], parm[5], parm[6]); } f.close(); setflag(F_restore_just_ran, true); game.has_prompt = 0; /* force input line repaint if necessary */ clean_input(); _sprites->erase_both(); _sprites->blit_both(); _sprites->commit_both(); show_pic(); do_update(); return err_OK; } #define NUM_SLOTS 12 static int select_slot() { int i, key, active = 0; int rc = -1; int hm = 2, vm = 3; /* box margins */ char desc[NUM_SLOTS][40]; for (i = 0; i < NUM_SLOTS; i++) { char name[MAX_PATH]; Common::File f; char sig[8]; // FIXME: Do *not* use Common::File to access savegames, it is not portable! sprintf(name, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, i); f.open(name); if (!f.isOpen()) { strcpy(desc[i], " (empty slot)"); } else { read_bytes(&f, sig, 8); if (strncmp(sig, strSig, 8)) { strcpy(desc[i], "(corrupt file)"); } else { read_string(&f, desc[i]); } f.close(); } } while (42) { char dstr[64]; for (i = 0; i < NUM_SLOTS; i++) { #ifndef PALMOS_68K sprintf(dstr, "[%-32.32s]", desc[i]); #else dstr[0] = '['; memcpy(dstr + 1, desc[i], 32); dstr[33] = ']'; dstr[34] = 0; #endif _text->print_text(dstr, 0, hm + 1, vm + 4 + i, (40 - 2 * hm) - 1, i == active ? MSG_BOX_COLOUR : MSG_BOX_TEXT, i == active ? MSG_BOX_TEXT : MSG_BOX_COLOUR); } poll_timer(); /* msdos driver -> does nothing */ key = do_poll_keyboard(); switch (key) { case KEY_ENTER: rc = active; strncpy(game.strings[MAX_STRINGS], desc[i], MAX_STRINGLEN); goto press; case KEY_ESCAPE: rc = -1; goto getout; case BUTTON_LEFT: break; case KEY_DOWN: active++; active %= NUM_SLOTS; break; case KEY_UP: active--; if (active < 0) active = NUM_SLOTS - 1; break; } do_update(); } press: debugC(8, kDebugLevelMain | kDebugLevelInput, "Button pressed: %d", rc); getout: _text->close_window(); return rc; } int savegame_simple() { char path[MAX_PATH]; sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, 0); save_game(path, "Default savegame"); return err_OK; } int savegame_dialog() { char path[MAX_PATH]; char *desc; const char *buttons[] = { "Do as I say!", "I regret", NULL }; char dstr[200]; int rc, slot = 0; int hm, vm, hp, vp; /* box margins */ int w; hm = 2; vm = 3; hp = hm * CHAR_COLS; vp = vm * CHAR_LINES; w = (40 - 2 * hm) - 1; sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, slot); _text->draw_window(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp); _text->print_text("Select a slot in which you wish to save the game:", 0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR); _text->print_text("Press ENTER to select, ESC cancels", 0, hm + 1, vm + 17, w, MSG_BOX_TEXT, MSG_BOX_COLOUR); slot = select_slot(); if (slot < 0) /* ESC pressed */ return err_OK; /* Get savegame description */ _text->draw_window(hp, vp + 5 * CHAR_LINES, GFX_WIDTH - hp, GFX_HEIGHT - vp - 9 * CHAR_LINES); _text->print_text("Enter a description for this game:", 0, hm + 1, vm + 6, w, MSG_BOX_TEXT, MSG_BOX_COLOUR); draw_rectangle(3 * CHAR_COLS, 11 * CHAR_LINES - 1, 37 * CHAR_COLS, 12 * CHAR_LINES, MSG_BOX_TEXT); flush_block(3 * CHAR_COLS, 11 * CHAR_LINES - 1, 37 * CHAR_COLS, 12 * CHAR_LINES); get_string(2, 11, 33, MAX_STRINGS); print_character(3, 11, game.cursor_char, MSG_BOX_COLOUR, MSG_BOX_TEXT); do { main_cycle(); } while (game.input_mode == INPUT_GETSTRING); _text->close_window(); desc = game.strings[MAX_STRINGS]; sprintf(dstr, "Are you sure you want to save the game " "described as:\n\n%s\n\nin slot %d?\n\n\n", desc, slot); rc = _text->selection_box(dstr, buttons); if (rc != 0) { _text->message_box("Game NOT saved."); return err_OK; } sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, slot); debugC(8, kDebugLevelMain | kDebugLevelResources, "file is [%s]", path); save_game(path, desc); _text->message_box("Game saved."); return err_OK; } int loadgame_simple() { char path[MAX_PATH]; int rc = 0; sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, 0); _sprites->erase_both(); stop_sound(); _text->close_window(); if ((rc = load_game(path)) == err_OK) { _text->message_box("Game restored."); game.exit_all_logics = 1; menu->enable_all(); } else { _text->message_box("Error restoring game."); } return rc; } int loadgame_dialog() { char path[MAX_PATH]; int rc, slot = 0; int hm, vm, hp, vp; /* box margins */ int w; hm = 2; vm = 3; hp = hm * CHAR_COLS; vp = vm * CHAR_LINES; w = (40 - 2 * hm) - 1; sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, slot); _sprites->erase_both(); stop_sound(); _text->draw_window(hp, vp, GFX_WIDTH - hp, GFX_HEIGHT - vp); _text->print_text("Select a game which you wish to\nrestore:", 0, hm + 1, vm + 1, w, MSG_BOX_TEXT, MSG_BOX_COLOUR); _text->print_text("Press ENTER to select, ESC cancels", 0, hm + 1, vm + 17, w, MSG_BOX_TEXT, MSG_BOX_COLOUR); slot = select_slot(); if (slot < 0) { _text->message_box("Game NOT restored."); return err_OK; } sprintf(path, "%s/%05X_%s_%02d.sav", _savePath, game.crc, game.id, slot); if ((rc = load_game(path)) == err_OK) { _text->message_box("Game restored."); game.exit_all_logics = 1; menu->enable_all(); } else { _text->message_box("Error restoring game."); } return rc; } } // End of namespace Agi