aboutsummaryrefslogtreecommitdiff
path: root/engines/cge2/saveload.cpp
blob: 83cba5316d3fba0e1f46cb102b7de45a6b40432c (plain)
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
/* 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 "common/memstream.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"

namespace CGE2 {

#define kSavegameCheckSum (1997 + _now + _sex + kWorldHeight)
#define kBadSVG           99

bool CGE2Engine::canSaveGameStateCurrently() {
	return (_gamePhase == kPhaseInGame) && _mouse->_active &&
		_commandHandler->idle() && (_soundStat._wait == nullptr);
}

Common::Error CGE2Engine::saveGameState(int slot, const Common::String &desc) {
	storeHeroPos();
	saveGame(slot, desc);
	sceneUp(_now);
	return Common::kNoError;
}

void CGE2Engine::saveGame(int slotNumber, const Common::String &desc) {
	// Set up the serializer
	Common::String slotName = generateSaveName(slotNumber);
	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
	sceneDown();
	syncGame(nullptr, saveFile);

	// Finish writing out game data
	saveFile->finalize();
	delete saveFile;
}

bool CGE2Engine::canLoadGameStateCurrently() {
	return (_gamePhase == kPhaseInGame) && _mouse->_active;
}

Common::Error CGE2Engine::loadGameState(int slot) {
	_commandHandler->clear();
	_commandHandlerTurbo->clear();
	sceneDown();
	if (!loadGame(slot))
		return Common::kReadingFailed;
	sceneUp(_now);
	initToolbar();
	return Common::kNoError;
}

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;
		}
	}

	resetGame();

	// Get in the savegame
	syncGame(readStream, nullptr);
	delete readStream;

	loadHeroes();

	return true;
}

void CGE2Engine::resetGame() {
	_busyPtr = nullptr;
	busy(false);
	_spare->clear();
	_vga->_showQ->clear();
	loadScript("CGE.INI", true);
	delete _infoLine;
	_infoLine = new InfoLine(this, kInfoW);
}

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);

	// Stop the heroes from moving and redraw them before taking the picture.
	for (int i = 0; i < 2; i++)
		_heroTab[i]->_ptr->park();
	_vga->show();

	// 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);
}

WARN_UNUSED_RESULT bool CGE2Engine::readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail) {
	// 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
	if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) {
		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 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) {
	s.syncAsUint16LE(_now);
	s.syncAsUint16LE(_sex);
	s.syncAsUint16LE(_vga->_rot._len);
	s.syncAsUint16LE(_waitSeq);
	s.syncAsUint16LE(_waitRef);

	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));
	}
}

/**
* 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);
}

} // End of namespace CGE2