1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
|
/* 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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janus B. Wisniewski and L.K. Avalon
*/
#include "cge2/detection.h"
#include "common/config-manager.h"
#include "common/savefile.h"
#include "common/system.h"
#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "graphics/palette.h"
#include "graphics/scaler.h"
#include "cge2/events.h"
#include "cge2/snail.h"
#include "cge2/hero.h"
#include "cge2/text.h"
#include "cge2/sound.h"
#include "cge2/cge2_main.h"
namespace CGE2 {
#define kSavegameCheckSum (1997 + _now + _music + kWorldHeight)
#define kBadSVG 99
struct SavegameHeader {
uint8 version;
Common::String saveName;
Graphics::Surface *thumbnail;
int saveYear, saveMonth, saveDay;
int saveHour, saveMinutes;
};
int CGE2MetaEngine::getMaximumSaveSlot() const {
return 99;
}
SaveStateList CGE2MetaEngine::listSaves(const char *target) const {
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::StringArray filenames;
Common::String pattern = target;
pattern += ".???";
filenames = saveFileMan->listSavefiles(pattern);
sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)
SaveStateList saveList;
for (Common::StringArray::const_iterator filename = filenames.begin(); filename != filenames.end(); ++filename) {
// Obtain the last 3 digits of the filename, since they correspond to the save slot
int slotNum = atoi(filename->c_str() + filename->size() - 3);
if (slotNum >= 0 && slotNum <= 99) {
Common::InSaveFile *file = saveFileMan->openForLoading(*filename);
if (file) {
CGE2::SavegameHeader header;
// Check to see if it's a ScummVM savegame or not
char buffer[kSavegameStrSize + 1];
file->read(buffer, kSavegameStrSize + 1);
if (!strncmp(buffer, kSavegameStr, kSavegameStrSize + 1)) {
// Valid savegame
if (CGE2::CGE2Engine::readSavegameHeader(file, header)) {
saveList.push_back(SaveStateDescriptor(slotNum, header.saveName));
if (header.thumbnail) {
header.thumbnail->free();
delete header.thumbnail;
}
}
} else {
// Must be an original format savegame
saveList.push_back(SaveStateDescriptor(slotNum, "Unknown"));
}
delete file;
}
}
}
return saveList;
}
SaveStateDescriptor CGE2MetaEngine::querySaveMetaInfos(const char *target, int slot) const {
Common::String fileName = Common::String::format("%s.%03d", target, slot);
Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(fileName);
if (f) {
CGE2::SavegameHeader header;
// Check to see if it's a ScummVM savegame or not
char buffer[kSavegameStrSize + 1];
f->read(buffer, kSavegameStrSize + 1);
bool hasHeader = !strncmp(buffer, kSavegameStr, kSavegameStrSize + 1) &&
CGE2::CGE2Engine::readSavegameHeader(f, header);
delete f;
if (!hasHeader) {
// Original savegame perhaps?
SaveStateDescriptor desc(slot, "Unknown");
return desc;
} else {
// Create the return descriptor
SaveStateDescriptor desc(slot, header.saveName);
desc.setThumbnail(header.thumbnail);
desc.setSaveDate(header.saveYear, header.saveMonth, header.saveDay);
desc.setSaveTime(header.saveHour, header.saveMinutes);
return desc;
}
}
return SaveStateDescriptor();
}
bool CGE2Engine::readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header) {
header.thumbnail = nullptr;
// Get the savegame version
header.version = in->readByte();
if (header.version > kSavegameVersion)
return false;
// Read in the string
header.saveName.clear();
char ch;
while ((ch = (char)in->readByte()) != '\0')
header.saveName += ch;
// Get the thumbnail
header.thumbnail = Graphics::loadThumbnail(*in);
if (!header.thumbnail)
return false;
// Read in save date/time
header.saveYear = in->readSint16LE();
header.saveMonth = in->readSint16LE();
header.saveDay = in->readSint16LE();
header.saveHour = in->readSint16LE();
header.saveMinutes = in->readSint16LE();
return true;
}
void CGE2MetaEngine::removeSaveState(const char *target, int slot) const {
Common::String fileName = Common::String::format("%s.%03d", target, slot);
g_system->getSavefileManager()->removeSavefile(fileName);
}
bool CGE2Engine::canSaveGameStateCurrently() {
bool isHeroVisible = false;
for (int i = 0; i < 2; i++) {
isHeroVisible = !_heroTab[i]->_ptr->_flags._hide;
if (isHeroVisible)
break;
}
return (_startupMode == 0) && _mouse->_active &&
_commandHandler->idle() && isHeroVisible;
}
bool CGE2Engine::canLoadGameStateCurrently() {
return (_startupMode == 0) && _mouse->_active;
}
Common::Error CGE2Engine::saveGameState(int slot, const Common::String &desc) {
// Set up the serializer
Common::String slotName = generateSaveName(slot);
Common::OutSaveFile *saveFile = g_system->getSavefileManager()->openForSaving(slotName);
// Write out the ScummVM savegame header
SavegameHeader header;
header.saveName = desc;
header.version = kSavegameVersion;
writeSavegameHeader(saveFile, header);
// Write out the data of the savegame
storeHeroPos();
sceneDown();
syncGame(nullptr, saveFile);
sceneUp(_now);
// Finish writing out game data
saveFile->finalize();
delete saveFile;
return Common::kNoError;
}
/**
* Support method that generates a savegame name
* @param slot Slot number
*/
Common::String CGE2Engine::generateSaveName(int slot) {
return Common::String::format("%s.%03d", _targetName.c_str(), slot);
}
void CGE2Engine::writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header) {
// Write out a savegame header
out->write(kSavegameStr, kSavegameStrSize + 1);
out->writeByte(kSavegameVersion);
// Write savegame name
out->write(header.saveName.c_str(), header.saveName.size() + 1);
// Get the active palette
uint8 thumbPalette[256 * 3];
g_system->getPaletteManager()->grabPalette(thumbPalette, 0, 256);
// Create a thumbnail and save it
Graphics::Surface *thumb = new Graphics::Surface();
Graphics::Surface *s = _vga->_page[0];
::createThumbnail(thumb, (const byte *)s->getPixels(), kScrWidth, kScrHeight, thumbPalette);
Graphics::saveThumbnail(*out, *thumb);
thumb->free();
delete thumb;
// Write out the save date/time
TimeDate td;
g_system->getTimeAndDate(td);
out->writeSint16LE(td.tm_year + 1900);
out->writeSint16LE(td.tm_mon + 1);
out->writeSint16LE(td.tm_mday);
out->writeSint16LE(td.tm_hour);
out->writeSint16LE(td.tm_min);
}
void CGE2Engine::syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream) {
Common::Serializer s(readStream, writeStream);
// Synchronise header data
syncHeader(s);
// Synchronise _spare
_spare->sync(s);
if (s.isSaving()) {
// Save the references of the items in the heroes pockets:
for (int i = 0; i < 2; i++) {
for (int j = 0; j < kPocketMax; j++) {
int ref = _heroTab[i]->_downPocketId[j];
s.syncAsSint16LE(ref);
}
}
} else {
// Load items to the pockets
for (int i = 0; i < 2; i++) {
for (int j = 0; j < kPocketMax; j++) {
int ref = 0;
s.syncAsSint16LE(ref);
_heroTab[i]->_downPocketId[j] = ref;
}
}
}
// Heroes' _posTabs
for (int i = 0; i < 2; i++) {
for (int j = 0; j < kSceneMax; j++) {
s.syncAsSint16LE(_heroTab[i]->_posTab[j]->x);
s.syncAsSint16LE(_heroTab[i]->_posTab[j]->y);
}
}
}
void CGE2Engine::syncHeader(Common::Serializer &s) {
int dummy = 0;
s.syncAsUint16LE(_now);
s.syncAsUint16LE(_sex);
s.syncAsUint16LE(_vga->_rot._len);
s.syncAsUint16LE(_waitSeq);
s.syncAsUint16LE(_waitRef);
s.syncAsUint16LE(dummy); // _sayCap
s.syncAsUint16LE(dummy); // _sayVox
for (int i = 0; i < 4; i++)
s.syncAsUint16LE(dummy); // _flag
if (s.isSaving()) {
// Write checksum
int checksum = kSavegameCheckSum;
s.syncAsUint16LE(checksum);
} else {
// Read checksum and validate it
uint16 checksum = 0;
s.syncAsUint16LE(checksum);
if (checksum != kSavegameCheckSum)
error("%s", _text->getText(kBadSVG));
}
}
Common::Error CGE2Engine::loadGameState(int slot) {
sceneDown();
if (!loadGame(slot))
return Common::kReadingFailed;
sceneUp(_now);
return Common::kNoError;
}
void CGE2Engine::resetGame() {
_busyPtr = nullptr;
busy(false);
_spare->clear();
_vga->_showQ->clear();
_commandHandler->reset();
loadScript("CGE.INI", true);
delete _infoLine;
_infoLine = new InfoLine(this, kInfoW);
}
bool CGE2Engine::loadGame(int slotNumber) {
Common::MemoryReadStream *readStream;
// Open up the savegame file
Common::String slotName = generateSaveName(slotNumber);
Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(slotName);
// Read the data into a data buffer
int size = saveFile->size();
byte *dataBuffer = (byte *)malloc(size);
saveFile->read(dataBuffer, size);
readStream = new Common::MemoryReadStream(dataBuffer, size, DisposeAfterUse::YES);
delete saveFile;
// Check to see if it's a ScummVM savegame or not
char buffer[kSavegameStrSize + 1];
readStream->read(buffer, kSavegameStrSize + 1);
if (strncmp(buffer, kSavegameStr, kSavegameStrSize + 1) != 0) {
delete readStream;
return false;
} else {
SavegameHeader saveHeader;
if (!readSavegameHeader(readStream, saveHeader)) {
delete readStream;
return false;
}
// Delete the thumbnail
saveHeader.thumbnail->free();
delete saveHeader.thumbnail;
}
resetGame();
// Get in the savegame
syncGame(readStream, nullptr);
delete readStream;
syncSpeechSettings();
loadHeroes();
initToolbar();
return true;
}
} // End of namespace CGE2
|