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
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
|
/* 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 "common/textconsole.h"
#include "common/translation.h"
#include "engines/savestate.h"
#include "graphics/thumbnail.h"
#include "gui/message.h"
#include "gui/saveload.h"
#include "drascula/drascula.h"
namespace Drascula {
#define MAGIC_HEADER 0xD6A55A57 // (D)rascula (GA)me (S)cummVM (SA)ve (ST)ate
#define SAVEGAME_VERSION 1
void DrasculaEngine::checkForOldSaveGames() {
Common::String indexFileName = Common::String::format("%s.epa", _targetName.c_str());
Common::InSaveFile *indexFile = _saveFileMan->openForLoading(indexFileName);
// Check for the existence of an old index file
if (!indexFile)
return;
GUI::MessageDialog dialog0(
_("ScummVM found that you have old saved games for Drascula that should be converted.\n"
"The old saved game format is no longer supported, so you will not be able to load your games if you don't convert them.\n\n"
"Press OK to convert them now, otherwise you will be asked again the next time you start the game.\n"), _("OK"), _("Cancel"));
int choice = dialog0.runModal();
if (choice == GUI::kMessageCancel)
return;
// Convert every save slot we find in the index file to the new format
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::String pattern = Common::String::format("%s??", _targetName.c_str());
// Get list of savefiles for target game
Common::StringArray filenames = saveFileMan->listSavefiles(pattern);
Common::Array<int> slots;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
// Obtain the last 2 digits of the filename, since they correspond to the save slot
int slotNum = atoi(file->c_str() + file->size() - 2);
// Ensure save slot is within valid range
if (slotNum >= 1 && slotNum <= 10) {
slots.push_back(slotNum);
}
}
// Sort save slot ids
Common::sort<int>(slots.begin(), slots.end());
// Get savegame names from index
Common::String saveDesc;
int line = 1;
for (uint i = 0; i < slots.size(); i++) {
// Ignore lines corresponding to unused saveslots
for (; line < slots[i]; line++)
indexFile->readLine();
// Copy the name in the line corresponding to the save slot
saveDesc = indexFile->readLine();
// Handle cases where the save directory and save index are detectably out of sync
if (saveDesc == "*")
saveDesc = "No name specified.";
// Increment line number to keep it in sync with slot number
line++;
// Convert savegame
convertSaveGame(slots[i], saveDesc);
}
delete indexFile;
// Remove index file
_saveFileMan->removeSavefile(indexFileName);
}
SaveStateDescriptor loadMetaData(Common::ReadStream *s, int slot, bool setPlayTime) {
uint32 sig = s->readUint32BE();
byte version = s->readByte();
SaveStateDescriptor desc(-1, ""); // init to an invalid save slot
if (sig != MAGIC_HEADER || version > SAVEGAME_VERSION)
return desc;
// Save is valid, set its slot number
desc.setSaveSlot(slot);
Common::String name;
byte size = s->readByte();
for (int i = 0; i < size; ++i)
name += s->readByte();
desc.setDescription(name);
uint32 saveDate = s->readUint32LE();
int day = (saveDate >> 24) & 0xFF;
int month = (saveDate >> 16) & 0xFF;
int year = saveDate & 0xFFFF;
desc.setSaveDate(year, month, day);
uint16 saveTime = s->readUint16LE();
int hour = (saveTime >> 8) & 0xFF;
int minutes = saveTime & 0xFF;
desc.setSaveTime(hour, minutes);
uint32 playTime = s->readUint32LE();
desc.setPlayTime(playTime * 1000);
if (setPlayTime)
g_engine->setTotalPlayTime(playTime * 1000);
return desc;
}
void saveMetaData(Common::WriteStream *s, const Common::String &desc) {
TimeDate curTime;
g_system->getTimeAndDate(curTime);
uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
uint32 playTime = g_engine->getTotalPlayTime() / 1000;
s->writeUint32BE(MAGIC_HEADER);
s->writeByte(SAVEGAME_VERSION);
s->writeByte(desc.size());
s->writeString(desc);
s->writeUint32LE(saveDate);
s->writeUint16LE(saveTime);
s->writeUint32LE(playTime);
}
void DrasculaEngine::convertSaveGame(int slot, const Common::String &desc) {
Common::String oldFileName = Common::String::format("%s%02d", _targetName.c_str(), slot);
Common::String newFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
Common::InSaveFile *oldFile = _saveFileMan->openForLoading(oldFileName);
if (!oldFile)
error("Can't open %s", oldFileName.c_str());
Common::OutSaveFile *newFile = _saveFileMan->openForSaving(newFileName);
if (!newFile)
error("Can't open %s", newFileName.c_str());
// Read data from old file
int32 dataSize = oldFile->size();
byte *buffer = new byte[dataSize];
oldFile->read(buffer, dataSize);
// First, write the appropriate meta data in the new file
saveMetaData(newFile, desc);
Graphics::saveThumbnail(*newFile); // basically, at this point this will capture a black screen
// And then attach the actual save data
newFile->write(buffer, dataSize);
newFile->finalize();
if (newFile->err())
warning("Can't write file '%s'. (Disk full?)", newFileName.c_str());
delete[] buffer;
delete newFile;
delete oldFile;
// Remove old save file
_saveFileMan->removeSavefile(oldFileName);
}
Common::Error DrasculaEngine::loadGameState(int slot) {
// The boolean returned by loadGame() indicates if loading is in the same
// chapter or in a different one. Thus it does not indicate an error.
loadGame(slot);
return Common::kNoError;
}
bool DrasculaEngine::canLoadGameStateCurrently() {
return _canSaveLoad;
}
Common::Error DrasculaEngine::saveGameState(int slot, const Common::String &desc) {
saveGame(slot, desc);
return Common::kNoError;
}
bool DrasculaEngine::canSaveGameStateCurrently() {
return _canSaveLoad;
}
/**
* Loads the first 10 save names, to be used in Drascula's save/load screen
*/
void DrasculaEngine::loadSaveNames() {
Common::String saveFileName;
Common::InSaveFile *in;
for (int n = 0; n < NUM_SAVES; n++) {
saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), n + 1);
if ((in = _saveFileMan->openForLoading(saveFileName))) {
SaveStateDescriptor desc = loadMetaData(in, n + 1, false);
_saveNames[n] = desc.getDescription();
delete in;
}
}
}
void DrasculaEngine::saveGame(int slot, const Common::String &desc) {
Common::OutSaveFile *out;
int l;
Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
if (!(out = _saveFileMan->openForSaving(saveFileName))) {
error("Unable to open the file");
}
saveMetaData(out, desc);
Graphics::saveThumbnail(*out);
// Actual save data follows
out->writeSint32LE(currentChapter);
out->write(currentData, 20);
out->writeSint32LE(curX);
out->writeSint32LE(curY);
out->writeSint32LE(trackProtagonist);
for (l = 1; l < ARRAYSIZE(inventoryObjects); l++) {
out->writeSint32LE(inventoryObjects[l]);
}
for (l = 0; l < NUM_FLAGS; l++) {
out->writeSint32LE(flags[l]);
}
out->writeSint32LE(takeObject);
out->writeSint32LE(pickedObject);
out->finalize();
if (out->err())
warning("Can't write file '%s'. (Disk full?)", saveFileName.c_str());
delete out;
}
bool DrasculaEngine::loadGame(int slot) {
int l, savedChapter, roomNum = 0;
Common::InSaveFile *in;
previousMusic = roomMusic;
_menuScreen = false;
if (currentChapter != 1)
clearRoom();
Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
if (!(in = _saveFileMan->openForLoading(saveFileName))) {
error("missing savegame file %s", saveFileName.c_str());
}
// If we currently are in room 102 while being attached below the pendulum
// the character is invisible and some surface are temporarily used for other
// things. Reset those before loading the savegame otherwise we may have some
// issues such as the protagonist being invisible after reloading a savegame.
if (_roomNumber == 102 && flags[1] == 2) {
_characterVisible = true;
loadPic(96, frontSurface);
loadPic(97, frontSurface);
loadPic(97, extraSurface);
loadPic(99, backSurface);
}
loadMetaData(in, slot, true);
Graphics::skipThumbnail(*in);
savedChapter = in->readSint32LE();
if (savedChapter != currentChapter) {
_currentSaveSlot = slot;
currentChapter = savedChapter - 1;
_loadedDifferentChapter = true;
delete in;
return false;
}
in->read(currentData, 20);
curX = in->readSint32LE();
curY = in->readSint32LE();
trackProtagonist = in->readSint32LE();
for (l = 1; l < ARRAYSIZE(inventoryObjects); l++) {
inventoryObjects[l] = in->readSint32LE();
}
for (l = 0; l < NUM_FLAGS; l++) {
flags[l] = in->readSint32LE();
}
takeObject = in->readSint32LE();
pickedObject = in->readSint32LE();
_loadedDifferentChapter = false;
if (!sscanf(currentData, "%d.ald", &roomNum)) {
error("Bad save format");
}
// When loading room 102 while being attached below the pendulum Some variables
// are not correctly set and can cause random crashes when calling enterRoom below.
// The crash occurs in moveCharacters() when accessing factor_red[curY + curHeight].
if (roomNum == 102 && flags[1] == 2) {
curX = 103;
curY = 108;
curWidth = curHeight = 0;
}
enterRoom(roomNum);
selectVerb(kVerbNone);
// When loading room 102 while being attached below the pendulum we
// need to call activatePendulum() to properly initialized the scene.
if (_roomNumber == 102 && flags[1] == 2)
activatePendulum();
return true;
}
Common::String DrasculaEngine::enterName(Common::String &selectedName) {
Common::KeyCode key;
Common::String inputLine = selectedName;
flushKeyBuffer();
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
while (!shouldQuit()) {
copyBackground(115, 14, 115, 14, 176, 9, bgSurface, screenSurface);
print_abc((inputLine + "-").c_str(), 117, 15);
updateScreen();
key = getScan();
if (key != 0) {
if (key >= 0 && key <= 0xFF && isAlpha(key)) {
inputLine += tolower(key);
} else if ((key >= Common::KEYCODE_0 && key <= Common::KEYCODE_9) || key == Common::KEYCODE_SPACE) {
inputLine += key;
} else if (key == Common::KEYCODE_ESCAPE) {
inputLine.clear();
break;
} else if (key == Common::KEYCODE_RETURN) {
break;
} else if (key == Common::KEYCODE_BACKSPACE) {
inputLine.deleteLastChar();
}
}
}
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
return inputLine;
}
bool DrasculaEngine::scummVMSaveLoadDialog(bool isSave) {
GUI::SaveLoadChooser *dialog;
Common::String desc;
int slot;
if (isSave) {
dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
slot = dialog->runModalWithCurrentTarget();
desc = dialog->getResultString();
if (desc.empty()) {
// create our own description for the saved game, the user didnt enter it
desc = dialog->createDefaultSaveDescription(slot);
}
if (desc.size() > 28)
desc = Common::String(desc.c_str(), 28);
} else {
dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
slot = dialog->runModalWithCurrentTarget();
}
delete dialog;
if (slot < 0)
return true;
if (isSave) {
saveGame(slot, desc);
return true;
} else {
return loadGame(slot);
}
}
bool DrasculaEngine::saveLoadScreen() {
int n, selectedSlot = 0;
Common::String selectedName;
clearRoom();
loadPic("savescr.alg", bgSurface, HALF_PAL);
color_abc(kColorLightGreen);
setCursor(kCursorCrosshair);
loadSaveNames();
while (!shouldQuit()) {
copyBackground();
for (n = 0; n < NUM_SAVES; n++) {
print_abc(_saveNames[n].c_str(), 116, 27 + 9 * n);
}
print_abc(selectedName.c_str(), 117, 15);
updateScreen();
updateEvents();
if (_leftMouseButton == 1) {
// Check if the user has clicked on a save slot
for (n = 0; n < NUM_SAVES; n++) {
if (_mouseX > 115 && _mouseY > 27 + (9 * n) && _mouseX < 115 + 175 && _mouseY < 27 + 10 + (9 * n)) {
selectedSlot = n;
selectedName = _saveNames[selectedSlot];
if (selectedName.empty()) {
selectedName = enterName(selectedName);
if (!selectedName.empty())
_saveNames[selectedSlot] = selectedName; // update save name
}
break;
}
}
// Check if the user has clicked in the text area above the save slots
if (_mouseX > 117 && _mouseY > 15 && _mouseX < 295 && _mouseY < 24 && !selectedName.empty()) {
selectedName = enterName(selectedName);
if (!selectedName.empty())
_saveNames[selectedSlot] = selectedName; // update save name
}
// Check if the user has clicked a button
if (_mouseX > 208 && _mouseY > 123 && _mouseX < 282 && _mouseY < 149) {
// "Save" button
if (selectedName.empty()) {
print_abc("Please select a slot", 117, 15);
updateScreen();
delay(200);
} else {
selectVerb(kVerbNone);
clearRoom();
loadPic(_roomNumber, bgSurface, HALF_PAL);
updateRoom();
updateScreen();
saveGame(selectedSlot + 1, _saveNames[selectedSlot]);
return true;
}
} else if (_mouseX > 125 && _mouseY > 123 && _mouseX < 199 && _mouseY < 149) {
// "Load" button
if (selectedName.empty()) {
print_abc("Please select a slot", 117, 15);
updateScreen();
delay(200);
} else {
return loadGame(selectedSlot + 1);
}
} else if (_mouseX > 168 && _mouseY > 154 && _mouseX < 242 && _mouseY < 180) {
// "Play" button
break;
}
} // if (_leftMouseButton == 1)
_leftMouseButton = 0;
delay(10);
}
selectVerb(kVerbNone);
clearRoom();
loadPic(_roomNumber, bgSurface, HALF_PAL);
return true;
}
} // End of namespace Drascula
|