/* 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 "graphics/thumbnail.h" #include "hdb/hdb.h" #include "hdb/ai.h" #include "hdb/gfx.h" #include "hdb/lua-script.h" #include "hdb/map.h" #include "hdb/sound.h" #include "hdb/window.h" namespace HDB { bool HDBGame::canSaveGameStateCurrently() { return (_gameState == GAME_PLAY && !_ai->cinematicsActive()); } Common::Error HDBGame::saveGameState(int slot, const Common::String &desc) { // If no map is loaded, don't try to save if (!g_hdb->_map->isLoaded()) return Common::kCreatingFileFailed; // If it is autosave, push down all saves if (slot == 0) { Common::String nameFrom; Common::String nameTo; for (int i = kNumSaveSlots - 2; i >= 0; i--) { nameFrom = genSaveFileName(i, false); nameTo = genSaveFileName(i + 1, false); _saveFileMan->renameSavefile(nameFrom, nameTo); nameFrom = genSaveFileName(i, true); nameTo = genSaveFileName(i + 1, true); _saveFileMan->renameSavefile(nameFrom, nameTo); } } Common::OutSaveFile *out; Common::String saveFileName = genSaveFileName(slot, false); if (!(out = _saveFileMan->openForSaving(saveFileName))) error("Unable to open save file"); Graphics::saveThumbnail(*out); _saveHeader.fileSlot = 0; Common::strlcpy(_saveHeader.saveID, saveFileName.c_str(), sizeof(_saveHeader.saveID)); _saveHeader.seconds = _timeSeconds + (_timePlayed / 1000); Common::strlcpy(_saveHeader.mapName, _inMapName, sizeof(_saveHeader.mapName)); // Actual Save Data saveGame(out); _lua->save(out); out->finalize(); if (out->err()) warning("Can't write file '%s'. (Disk full?)", saveFileName.c_str()); delete out; return Common::kNoError; } bool HDBGame::canLoadGameStateCurrently() { return _gameState == GAME_PLAY; } Common::Error HDBGame::loadGameState(int slot) { Common::InSaveFile *in; Common::String saveFileName = genSaveFileName(slot, false); if (!(in = _saveFileMan->openForLoading(saveFileName))) { warning("missing savegame file %s", saveFileName.c_str()); if (g_hdb->_map->isLoaded()) g_hdb->setGameState(GAME_PLAY); return Common::kReadingFailed; } _window->closeAll(); Graphics::skipThumbnail(*in); // Actual Save Data loadGame(in); _lua->loadLua(_currentLuaName); // load the Lua code FIRST! (if no file, it's ok) _lua->loadSaveFile(in); delete in; // center the player on the screen int x, y; _ai->getPlayerXY(&x, &y); _map->centerMapXY(x + 16, y + 16); if (!_ai->cinematicsActive()) _gfx->turnOffFade(); debug(7, "Action List Info:"); for (int k = 0; k < 20; k++) { debug(7, "Action %d: entityName: %s", k, _ai->_actions[k].entityName); debug(7, "Action %d: x1: %d, y1: %d", k, _ai->_actions[k].x1, _ai->_actions[k].y1); debug(7, "Action %d: x2: %d, y2: %d", k, _ai->_actions[k].x2, _ai->_actions[k].y2); debug(7, "Action %d: luaFuncInit: %s, luaFuncUse: %s", k, _ai->_actions[k].luaFuncInit, _ai->_actions[k].luaFuncUse); } return Common::kNoError; } void HDBGame::saveGame(Common::OutSaveFile *out) { debug(1, "HDBGame::saveGame: start at %u", out->pos()); // Save Map Name and Time out->writeUint32LE(_saveHeader.seconds); out->write(_inMapName, 32); debug(1, "HDBGame::saveGame: map at %u", out->pos()); // Save Map Object Data _map->save(out); // Save Window Object Data debug(1, "HDBGame::saveGame: window at %u", out->pos()); _window->save(out); // Save Gfx Object Data debug(1, "HDBGame::saveGame: gfx at %u", out->pos()); _gfx->save(out); // Save Sound Object Data debug(1, "HDBGame::saveGame: sound at %u", out->pos()); _sound->save(out); // Save Game Object Data debug(1, "HDBGame::saveGame: game object at %u", out->pos()); save(out); // Save AI Object Data debug(1, "HDBGame::saveGame: ai at %u", out->pos()); _ai->save(out); debug(1, "HDBGame::saveGame: end at %u", out->pos()); } void HDBGame::loadGame(Common::InSaveFile *in) { debug(1, "HDBGame::loadGame: start at %u", in->pos()); // Load Map Name and Time _timeSeconds = in->readUint32LE(); _timePlayed = 0; in->read(_inMapName, 32); g_hdb->_sound->stopMusic(); _saveHeader.seconds = _timeSeconds; Common::strlcpy(_saveHeader.mapName, _inMapName, sizeof(_saveHeader.mapName)); // Load Map Object Data debug(1, "HDBGame::loadGame: map at %u", in->pos()); _map->loadSaveFile(in); // Load Window Object Data debug(1, "HDBGame::loadGame: window at %u", in->pos()); _window->loadSaveFile(in); // Load Gfx Object Data debug(1, "HDBGame::loadGame: gfx at %u", in->pos()); _gfx->loadSaveFile(in); // Load Sound Object Data debug(1, "HDBGame::loadGame: sound at %u", in->pos()); _sound->loadSaveFile(in); // Load Game Object Data debug(1, "HDBGame::loadGame: game object at %u", in->pos()); loadSaveFile(in); // Load AI Object Data debug(1, "HDBGame::loadGame: ai at %u", in->pos()); _ai->loadSaveFile(in); debug(1, "HDBGame::loadGame: end at %u", in->pos()); _gfx->turnOffFade(); } void HDBGame::save(Common::OutSaveFile *out) { out->write(_currentMapname, 64); out->write(_lastMapname, 64); out->write(_currentLuaName, 64); out->writeSint32LE(_actionMode); out->writeByte(_changeLevel); out->write(_changeMapname, 64); out->write(_inMapName, 32); } void HDBGame::loadSaveFile(Common::InSaveFile *in) { in->read(_currentMapname, 64); debug(0, "Loading map %s", _currentMapname); in->read(_lastMapname, 64); in->read(_currentLuaName, 64); _actionMode = in->readSint32LE(); _changeLevel = in->readByte(); in->read(_changeMapname, 64); in->read(_inMapName, 32); } void AIEntity::save(Common::OutSaveFile *out) { char funcString[32]; const char *lookUp; // Write out 32-char names for the function ptrs we have in the entity struct lookUp = g_hdb->_ai->funcLookUp(aiAction); memset(&funcString, 0, 32); if (!lookUp && aiAction) error("AIEntity::save: No matching ACTION function for func-string for %s entity", AIType2Str(type)); if (lookUp) strncpy(funcString, lookUp, 31); out->write(funcString, 32); lookUp = g_hdb->_ai->funcLookUp(aiUse); memset(&funcString, 0, 32); if (!lookUp && aiUse) error("AIEntity::save: No matching USE function for func-string for %s entity", AIType2Str(type)); if (lookUp) strncpy(funcString, lookUp, 31); out->write(funcString, 32); lookUp = g_hdb->_ai->funcLookUp(aiInit); memset(&funcString, 0, 32); if (!lookUp && aiInit) error("AIEntity::save: No matching INIT function for func-string for %s entity", AIType2Str(type)); if (lookUp) strncpy(funcString, lookUp, 31); out->write(funcString, 32); lookUp = g_hdb->_ai->funcLookUp(aiInit2); memset(&funcString, 0, 32); if (!lookUp && aiInit2) error("AIEntity::save: No matching INIT2 function for func-string for %s entity", AIType2Str(type)); if (lookUp) strncpy(funcString, lookUp, 31); out->write(funcString, 32); lookUp = g_hdb->_ai->funcLookUp((FuncPtr)aiDraw); memset(&funcString, 0, 32); if (!lookUp && aiDraw) error("AIEntity::save: No matching DRAW function for func-string for %s entity", AIType2Str(type)); if (lookUp) strncpy(funcString, lookUp, 31); out->write(funcString, 32); // Save AIEntity out->writeSint32LE((int)type); out->writeSint32LE((int)state); out->writeSint32LE((int)dir); out->write(luaFuncInit, 32); out->write(luaFuncAction, 32); out->write(luaFuncUse, 32); out->writeUint16LE(level); out->writeUint16LE(value1); out->writeUint16LE(value2); out->writeSint32LE((int)dir2); out->writeUint16LE(x); out->writeUint16LE(y); out->writeSint16LE(drawXOff); out->writeSint16LE(drawYOff); out->writeUint16LE(onScreen); out->writeUint16LE(moveSpeed); out->writeSint16LE(xVel); out->writeSint16LE(yVel); out->writeUint16LE(tileX); out->writeUint16LE(tileY); out->writeUint16LE(goalX); out->writeUint16LE(goalY); out->writeUint16LE(touchpX); out->writeUint16LE(touchpY); out->writeUint16LE(touchpTile); out->writeUint16LE(touchpWait); out->writeUint16LE(stunnedWait); out->writeSint16LE(sequence); out->write(entityName, 32); out->write(printedName, 32); out->writeUint16LE(animFrame); out->writeUint16LE(animDelay); out->writeUint16LE(animCycle); } void AIEntity::load(Common::InSaveFile *in) { char funcString[32]; FuncPtr init, init2, use, action; EntFuncPtr drawf; action = init = init2 = use = NULL; drawf = NULL; // Read 32-char names for the function ptrs we have in entity struct in->read(funcString, 32); if (funcString[0]) action = g_hdb->_ai->funcLookUp(funcString); in->read(funcString, 32); if (funcString[0]) use = g_hdb->_ai->funcLookUp(funcString); in->read(funcString, 32); if (funcString[0]) init = g_hdb->_ai->funcLookUp(funcString); in->read(funcString, 32); if (funcString[0]) init2 = g_hdb->_ai->funcLookUp(funcString); in->read(funcString, 32); if (funcString[0]) drawf = (EntFuncPtr)g_hdb->_ai->funcLookUp(funcString); // Load AIEntity type = (AIType)in->readSint32LE(); state = (AIState)in->readSint32LE(); dir = (AIDir)in->readSint32LE(); in->read(luaFuncInit, 32); in->read(luaFuncAction, 32); in->read(luaFuncUse, 32); level = in->readUint16LE(); value1 = in->readUint16LE(); value2 = in->readUint16LE(); dir2 = (AIDir)in->readSint32LE(); x = in->readUint16LE(); y = in->readUint16LE(); drawXOff = in->readSint16LE(); drawYOff = in->readSint16LE(); onScreen = in->readUint16LE(); moveSpeed = in->readUint16LE(); xVel = in->readSint16LE(); yVel = in->readSint16LE(); tileX = in->readUint16LE(); tileY = in->readUint16LE(); goalX = in->readUint16LE(); goalY = in->readUint16LE(); touchpX = in->readUint16LE(); touchpY = in->readUint16LE(); touchpTile = in->readUint16LE(); touchpWait = in->readUint16LE(); stunnedWait = in->readUint16LE(); sequence = in->readSint16LE(); in->read(entityName, 32); in->read(printedName, 32); animFrame = in->readUint16LE(); animDelay = in->readUint16LE(); animCycle = in->readUint16LE(); aiAction = action; aiInit = init; aiInit2 = init2; aiUse = use; aiDraw = drawf; } Common::String HDBGame::genSaveFileName(uint slot, bool lua) { if (!lua) return Common::String::format("%s.%03d", _targetName.c_str(), slot); return Common::String::format("%s.l.%03d", _targetName.c_str(), slot); } } // End of Namespace