/* 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 "draci/draci.h" #include "draci/game.h" #include "draci/saveload.h" #include "common/serializer.h" #include "common/savefile.h" #include "common/system.h" #include "graphics/scaler.h" #include "graphics/thumbnail.h" namespace Draci { static const char *const draciIdentString = "DRACI"; bool readSavegameHeader(Common::InSaveFile *in, DraciSavegameHeader &header) { char saveIdentBuffer[6]; header.thumbnail = NULL; // Validate the header Id in->read(saveIdentBuffer, 6); if (strcmp(saveIdentBuffer, draciIdentString) != 0) return false; header.version = in->readByte(); if (header.version != DRACI_SAVEGAME_VERSION) return false; // Read in the string header.saveName.clear(); char ch; while ((ch = (char)in->readByte()) != '\0') header.saveName += ch; header.date = in->readUint32LE(); header.time = in->readUint16LE(); header.playtime = in->readUint32LE(); // Get the thumbnail header.thumbnail = Graphics::loadThumbnail(*in); if (!header.thumbnail) return false; return true; } void writeSavegameHeader(Common::OutSaveFile *out, const DraciSavegameHeader &header) { // Write out a savegame header out->write(draciIdentString, 6); out->writeByte(DRACI_SAVEGAME_VERSION); // Write savegame name out->write(header.saveName.c_str(), header.saveName.size() + 1); out->writeUint32LE(header.date); out->writeUint16LE(header.time); out->writeUint32LE(header.playtime); // Create a thumbnail and save it Graphics::saveThumbnail(*out); } Common::Error saveSavegameData(int saveGameIdx, const Common::String &saveName, DraciEngine &vm) { Common::String filename = vm.getSavegameFile(saveGameIdx); Common::SaveFileManager *saveMan = g_system->getSavefileManager(); Common::OutSaveFile *f = saveMan->openForSaving(filename); if (f == NULL) return Common::kNoGameDataFoundError; TimeDate curTime; vm._system->getTimeAndDate(curTime); // Save the savegame header DraciSavegameHeader header; header.saveName = saveName; header.date = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF); header.time = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF); header.playtime = vm.getTotalPlayTime() / 1000; writeSavegameHeader(f, header); if (f->err()) { delete f; saveMan->removeSavefile(filename); return Common::kWritingFailed; } else { // Create the remainder of the savegame Common::Serializer s(NULL, f); vm._game->DoSync(s); f->finalize(); delete f; return Common::kNoError; } } Common::Error loadSavegameData(int saveGameIdx, DraciEngine *vm) { Common::String saveName; Common::SaveFileManager *saveMan = g_system->getSavefileManager(); Common::InSaveFile *f = saveMan->openForLoading(vm->getSavegameFile(saveGameIdx)); if (f == NULL) { return Common::kNoGameDataFoundError; } // Skip over the savegame header DraciSavegameHeader header; if (!readSavegameHeader(f, header)) { return Common::kNoGameDataFoundError; } if (header.thumbnail) { header.thumbnail->free(); delete header.thumbnail; } // Pre-processing vm->_game->rememberRoomNumAsPrevious(); vm->_game->deleteObjectAnimations(); // Synchronise the remaining data of the savegame Common::Serializer s(f, NULL); vm->_game->DoSync(s); delete f; // Post-processing vm->_game->scheduleEnteringRoomUsingGate(vm->_game->getRoomNum(), 0); vm->_game->setExitLoop(true); vm->_game->setIsReloaded(true); vm->_game->inventoryReload(); vm->setTotalPlayTime(header.playtime * 1000); return Common::kNoError; } } // End of namespace Draci