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/* 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 Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#include "common/savefile.h"
#include "graphics/surface.h"
#include "graphics/thumbnail.h"
#include "lab/lab.h"
#include "lab/stddefines.h"
#include "lab/labfun.h"
namespace Lab {
// Labyrinth of Time ScummVM
#define SAVEGAME_ID MKTAG('L', 'O', 'T', 'S')
#define SAVEGAME_VERSION 1
#define BOOKMARK 0
#define CARDMARK 1
#define FLOPPY 2
/*----- The machine independent section of saveGame.c -----*/
/* Lab: Labyrinth specific */
extern byte combination[6];
extern uint16 CurTile[4] [4];
extern CrumbData BreadCrumbs[MAX_CRUMBS];
extern uint16 NumCrumbs;
extern bool DroppingCrumbs;
extern bool FollowingCrumbs;
void writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName) {
out->writeUint32BE(SAVEGAME_ID);
// Write version
out->writeByte(SAVEGAME_VERSION);
// Write savegame name
out->writeString(saveName);
out->writeByte(0);
// Save the game thumbnail
Graphics::saveThumbnail(*out);
// Creation date/time
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;
out->writeUint32BE(saveDate);
out->writeUint16BE(saveTime);
out->writeUint32BE(playTime);
}
bool readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header) {
uint32 id = in->readUint32BE();
// Check if it's a valid ScummVM savegame
if (id != SAVEGAME_ID)
return false;
// Read in the version
header.version = in->readByte();
// Check that the save version isn't newer than this binary
if (header.version > SAVEGAME_VERSION)
return false;
// Read in the save name
Common::String saveName;
char ch;
while ((ch = (char)in->readByte()) != '\0')
saveName += ch;
header.desc.setDescription(saveName);
// Get the thumbnail
header.desc.setThumbnail(Graphics::loadThumbnail(*in));
uint32 saveDate = in->readUint32BE();
uint16 saveTime = in->readUint16BE();
uint32 playTime = in->readUint32BE();
int day = (saveDate >> 24) & 0xFF;
int month = (saveDate >> 16) & 0xFF;
int year = saveDate & 0xFFFF;
header.desc.setSaveDate(year, month, day);
int hour = (saveTime >> 8) & 0xFF;
int minutes = saveTime & 0xFF;
header.desc.setSaveTime(hour, minutes);
header.desc.setPlayTime(playTime * 1000);
g_engine->setTotalPlayTime(playTime * 1000);
return true;
}
extern char *getPictName(CloseDataPtr *LCPtr);
/*****************************************************************************/
/* Writes the game out to disk. */
/*****************************************************************************/
bool saveGame(uint16 RoomNum, uint16 Direction, uint16 Quarters, int slot, Common::String desc) {
uint16 i, j;
Common::String fileName = g_lab->generateSaveFileName(slot);
Common::SaveFileManager *saveFileManager = g_system->getSavefileManager();
Common::OutSaveFile *file = saveFileManager->openForSaving(fileName);
if (!file)
return false;
// Load scene pic
CloseDataPtr CPtr = NULL;
readPict(getPictName(&CPtr), true);
writeSaveGameHeader(file, desc);
file->writeUint16LE(RoomNum);
file->writeUint16LE(Direction);
file->writeUint16LE(Quarters);
// Conditions
for (i = 0; i < g_lab->_conditions->_lastElement / (8 * 2); i++)
file->writeUint16LE(g_lab->_conditions->_array[i]);
// Rooms found
for (i = 0; i < g_lab->_roomsFound->_lastElement / (8 * 2); i++)
file->writeUint16LE(g_lab->_roomsFound->_array[i]);
// Combination lock and tile stuff
for (i = 0; i < 6; i++)
file->writeByte(combination[i]);
// Tiles
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
file->writeUint16LE(CurTile[i][j]);
// Breadcrumbs
for (i = 0; i < sizeof(BreadCrumbs); i++) {
file->writeUint16LE(BreadCrumbs[i].RoomNum);
file->writeUint16LE(BreadCrumbs[i].Direction);
}
file->flush();
file->finalize();
delete file;
return true;
}
/*****************************************************************************/
/* Reads the game from disk. */
/*****************************************************************************/
bool loadGame(uint16 *RoomNum, uint16 *Direction, uint16 *Quarters, int slot) {
uint16 i, j;
Common::String fileName = g_lab->generateSaveFileName(slot);
Common::SaveFileManager *saveFileManager = g_system->getSavefileManager();
Common::InSaveFile *file = saveFileManager->openForLoading(fileName);
if (!file)
return false;
SaveGameHeader header;
readSaveGameHeader(file, header);
*RoomNum = file->readUint16LE();
*Direction = file->readUint16LE();
*Quarters = file->readUint16LE();
// Conditions
for (i = 0; i < g_lab->_conditions->_lastElement / (8 * 2); i++)
g_lab->_conditions->_array[i] = file->readUint16LE();
// Rooms found
for (i = 0; i < g_lab->_roomsFound->_lastElement / (8 * 2); i++)
g_lab->_roomsFound->_array[i] = file->readUint16LE();
// Combination lock and tile stuff
for (i = 0; i < 6; i++)
combination[i] = file->readByte();
// Tiles
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
CurTile[i][j] = file->readUint16LE();
// Breadcrumbs
for (i = 0; i < 128; i++) {
BreadCrumbs[i].RoomNum = file->readUint16LE();
BreadCrumbs[i].Direction = file->readUint16LE();
}
DroppingCrumbs = (BreadCrumbs[0].RoomNum != 0);
FollowingCrumbs = false;
for (i = 0; i < 128; i++) {
if (BreadCrumbs[i].RoomNum == 0)
break;
NumCrumbs = i;
}
delete file;
return true;
}
} // End of namespace Lab
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