/* 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 "hdb/hdb.h" namespace HDB { 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; Common::OutSaveFile *out; Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot); if (!(out = _saveFileMan->openForSaving(saveFileName))) error("Unable to open save file"); Graphics::saveThumbnail(*out); memset(&_saveHeader, 0, sizeof(Save)); strcpy(_saveHeader.saveID, saveFileName.c_str()); _saveHeader.seconds = _timeSeconds + (_timePlayed / 1000); strcpy(_saveHeader.mapName, _inMapName); // Actual Save Data saveGame(out); _lua->save(out, _targetName.c_str(), slot); out->finalize(); if (out->err()) warning("Can't write file '%s'. (Disk full?)", saveFileName.c_str()); delete out; return Common::kNoError; } Common::Error HDBGame::loadGameState(int slot) { Common::InSaveFile *in; Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot); 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) saveFileName = Common::String::format("%s.l.%03d", _targetName.c_str(), slot); _lua->loadSaveFile(in, saveFileName.c_str()); 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(); 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; strcpy(_saveHeader.mapName, _inMapName); // 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); in->read(_lastMapname, 64); in->read(_currentLuaName, 64); _actionMode = in->readSint32LE(); _changeLevel = in->readByte(); in->read(_changeMapname, 64); in->read(_inMapName, 32); } } // End of Namespace