/* 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 "bbvs/bbvs.h" #include "bbvs/gamemodule.h" #include "common/savefile.h" #include "graphics/thumbnail.h" namespace Bbvs { WARN_UNUSED_RESULT BbvsEngine::kReadSaveHeaderError BbvsEngine::readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail) { header.version = in->readUint32LE(); if (header.version > BBVS_SAVEGAME_VERSION) return kRSHEInvalidVersion; byte descriptionLen = in->readByte(); header.description = ""; while (descriptionLen--) header.description += (char)in->readByte(); if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) { return kRSHEIoError; } // Not used yet, reserved for future usage header.gameID = in->readByte(); header.flags = in->readUint32LE(); header.saveDate = in->readUint32LE(); header.saveTime = in->readUint32LE(); header.playTime = in->readUint32LE(); return ((in->eos() || in->err()) ? kRSHEIoError : kRSHENoError); } void BbvsEngine::savegame(const char *filename, const char *description) { Common::OutSaveFile *out; if (!(out = _system->getSavefileManager()->openForSaving(filename))) { warning("Can't create file '%s', game not saved", filename); return; } TimeDate curTime; _system->getTimeAndDate(curTime); // Header start out->writeUint32LE(BBVS_SAVEGAME_VERSION); byte descriptionLen = strlen(description); out->writeByte(descriptionLen); out->write(description, descriptionLen); Graphics::saveThumbnail(*out); // Not used yet, reserved for future usage out->writeByte(0); out->writeUint32LE(0); uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF); uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF); uint32 playTime = g_engine->getTotalPlayTime() / 1000; out->writeUint32LE(saveDate); out->writeUint32LE(saveTime); out->writeUint32LE(playTime); // Header end out->write(_snapshot, _snapshotStream->pos()); out->finalize(); delete out; } void BbvsEngine::loadgame(const char *filename) { Common::InSaveFile *in; if (!(in = _system->getSavefileManager()->openForLoading(filename))) { warning("Can't open file '%s', game not loaded", filename); return; } SaveHeader header; kReadSaveHeaderError errorCode = readSaveHeader(in, header); if (errorCode != kRSHENoError) { warning("Error loading savegame '%s'", filename); delete in; return; } g_engine->setTotalPlayTime(header.playTime * 1000); memset(_sceneObjects, 0, sizeof(_sceneObjects)); for (int i = 0; i < kSceneObjectsCount; ++i) { _sceneObjects[i].walkDestPt.x = -1; _sceneObjects[i].walkDestPt.y = -1; } _currSceneNum = 0; _newSceneNum = in->readUint32LE(); initScene(false); _prevSceneNum = in->readUint32LE(); _gameState = in->readUint32LE(); _mouseCursorSpriteIndex = in->readUint32LE(); _mousePos.x = in->readUint16LE(); _mousePos.y = in->readUint16LE(); _currVerbNum = in->readUint32LE(); _activeItemType = in->readUint32LE(); _activeItemIndex = in->readUint32LE(); _verbPos.x = in->readUint16LE(); _verbPos.y = in->readUint16LE(); _inventoryButtonIndex = in->readUint32LE(); _currInventoryItem = in->readUint32LE(); _currTalkObjectIndex = in->readUint32LE(); _currCameraNum = in->readUint32LE(); _cameraPos.x = in->readUint16LE(); _cameraPos.y = in->readUint16LE(); _newCameraPos.x = in->readUint16LE(); _newCameraPos.y = in->readUint16LE(); _dialogSlotCount = in->readUint32LE(); _walkMousePos.x = in->readUint16LE(); _walkMousePos.y = in->readUint16LE(); in->read(_backgroundSoundsActive, kSceneSoundsCount); in->read(_inventoryItemStatus, kInventoryItemStatusCount); in->read(_dialogItemStatus, kDialogItemStatusCount); in->read(_gameVars, kGameVarsCount); in->read(_sceneVisited, kSceneVisitedCount); for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) { SceneObject *obj = &_sceneObjects[i]; obj->x = in->readUint32LE(); obj->y = in->readUint32LE(); obj->animIndex = in->readUint32LE(); obj->frameIndex = in->readUint32LE(); obj->frameTicks = in->readUint32LE(); obj->walkCount = in->readUint32LE(); obj->xIncr = in->readUint32LE(); obj->yIncr = in->readUint32LE(); obj->turnValue = in->readUint32LE(); obj->turnCount = in->readUint32LE(); obj->turnTicks = in->readUint32LE(); obj->walkDestPt.x = in->readUint16LE(); obj->walkDestPt.y = in->readUint16LE(); obj->anim = obj->animIndex > 0 ? _gameModule->getAnimation(obj->animIndex) : 0; } updateWalkableRects(); // Restart scene background sounds for (int i = 0; i < _gameModule->getSceneSoundsCount(); ++i) { if (_backgroundSoundsActive[i]) { SceneSound *sceneSound = _gameModule->getSceneSound(i); playSound(sceneSound->soundNum, true); } } _currAction = 0; _currActionCommandIndex = -1; delete in; } Common::Error BbvsEngine::loadGameState(int slot) { const char *fileName = getSavegameFilename(slot); loadgame(fileName); return Common::kNoError; } Common::Error BbvsEngine::saveGameState(int slot, const Common::String &description) { const char *fileName = getSavegameFilename(slot); savegame(fileName, description.c_str()); return Common::kNoError; } const char *BbvsEngine::getSavegameFilename(int num) { static Common::String filename; filename = getSavegameFilename(_targetName, num); return filename.c_str(); } Common::String BbvsEngine::getSavegameFilename(const Common::String &target, int num) { assert(num >= 0 && num <= 999); return Common::String::format("%s.%03d", target.c_str(), num); } bool BbvsEngine::existsSavegame(int num) { return _system->getSavefileManager()->listSavefiles(getSavegameFilename(_targetName, num)).size() != 0; } void BbvsEngine::allocSnapshot() { _snapshot = new byte[kSnapshotSize]; _snapshotStream = new Common::SeekableMemoryWriteStream(_snapshot, kSnapshotSize); } void BbvsEngine::freeSnapshot() { delete _snapshotStream; delete[] _snapshot; } void BbvsEngine::saveSnapshot() { _hasSnapshot = true; _snapshotStream->seek(0); _snapshotStream->writeUint32LE(_currSceneNum); _snapshotStream->writeUint32LE(_prevSceneNum); _snapshotStream->writeUint32LE(_gameState); _snapshotStream->writeUint32LE(_mouseCursorSpriteIndex); _snapshotStream->writeUint16LE(_mousePos.x); _snapshotStream->writeUint16LE(_mousePos.y); _snapshotStream->writeUint32LE(_currVerbNum); _snapshotStream->writeUint32LE(_activeItemType); _snapshotStream->writeUint32LE(_activeItemIndex); _snapshotStream->writeUint16LE(_verbPos.x); _snapshotStream->writeUint16LE(_verbPos.y); _snapshotStream->writeUint32LE(_inventoryButtonIndex); _snapshotStream->writeUint32LE(_currInventoryItem); _snapshotStream->writeUint32LE(_currTalkObjectIndex); _snapshotStream->writeUint32LE(_currCameraNum); _snapshotStream->writeUint16LE(_cameraPos.x); _snapshotStream->writeUint16LE(_cameraPos.y); _snapshotStream->writeUint16LE(_newCameraPos.x); _snapshotStream->writeUint16LE(_newCameraPos.y); _snapshotStream->writeUint32LE(_dialogSlotCount); _snapshotStream->writeUint16LE(_walkMousePos.x); _snapshotStream->writeUint16LE(_walkMousePos.y); _snapshotStream->write(_backgroundSoundsActive, kSceneSoundsCount); _snapshotStream->write(_inventoryItemStatus, kInventoryItemStatusCount); _snapshotStream->write(_dialogItemStatus, kDialogItemStatusCount); _snapshotStream->write(_gameVars, kGameVarsCount); _snapshotStream->write(_sceneVisited, kSceneVisitedCount); for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) { SceneObject *obj = &_sceneObjects[i]; _snapshotStream->writeUint32LE(obj->x); _snapshotStream->writeUint32LE(obj->y); _snapshotStream->writeUint32LE(obj->animIndex); _snapshotStream->writeUint32LE(obj->frameIndex); _snapshotStream->writeUint32LE(obj->frameTicks); _snapshotStream->writeUint32LE(obj->walkCount); _snapshotStream->writeUint32LE(obj->xIncr); _snapshotStream->writeUint32LE(obj->yIncr); _snapshotStream->writeUint32LE(obj->turnValue); _snapshotStream->writeUint32LE(obj->turnCount); _snapshotStream->writeUint32LE(obj->turnTicks); _snapshotStream->writeUint16LE(obj->walkDestPt.x); _snapshotStream->writeUint16LE(obj->walkDestPt.y); } } void BbvsEngine::writeContinueSavegame() { if (_hasSnapshot) { saveGameState(0, "Continue"); } } } // End of namespace Bbvs