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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.
*
*/
#include "common/file.h"
#include "common/savefile.h"
#include "m4/m4.h"
#include "m4/saveload.h"
#include "m4/sprite.h"
namespace M4 {
const char *orionSavesList = "saves.dir";
SaveLoad::SaveLoad(MadsM4Engine *vm) : _vm(vm) {
// For Orion Burger, check the existance of a 'saves.dir' file to determine whether to
// act exactly like the original. Otherwise, we'll use the ScummVM standard, where we'll
// keep all the data for a savegame in a single file
Common::File file;
_emulateOriginal = file.exists(orionSavesList);
}
const char *SaveLoad::generateSaveName(int slotNumber) {
static char buffer[15];
sprintf(buffer, _emulateOriginal ? "burg%.3d.sav" : "burger.%.3d", slotNumber);
return buffer;
}
bool SaveLoad::hasSaves() {
// Return true if a savegame file exists for the first slot
if (_emulateOriginal) {
Common::File f;
return f.exists(generateSaveName(1));
} else {
Common::ReadStream *f = _vm->saveManager()->openForLoading(generateSaveName(1));
if (f == NULL)
return false;
delete f;
return true;
}
}
SaveGameList *SaveLoad::getSaves() {
SaveGameList *result = new SaveGameList();
char saveName[MAX_SAVEGAME_NAME];
Common::ReadStream *f = NULL;
if (_emulateOriginal) {
Common::File *saveFile = new Common::File();
saveFile->open(orionSavesList);
f = saveFile;
}
for (int slotNumber = 1; slotNumber <= 99; ++slotNumber) {
if (_emulateOriginal) {
// Read in savegame name from save directory
bool isPresent = (f->readByte() != 0);
f->read(&saveName[0], MAX_SAVEGAME_NAME);
if (isPresent)
result->push_back(Common::String(saveName));
else {
result->push_back(Common::String());
}
} else {
// Read in savegame name from savegame files directly
Common::ReadStream *saveFile = _vm->saveManager()->openForLoading(
generateSaveName(slotNumber));
if (!saveFile) {
// No savegame prsent at that slot
result->push_back(Common::String());
} else {
// Skip over byte offset
assert(saveFile->readUint32LE() < 0x100);
// Read in savegame name
saveFile->read(&saveName[0], MAX_SAVEGAME_NAME);
result->push_back(Common::String(saveName));
delete saveFile;
}
}
}
if (_emulateOriginal)
delete f;
return result;
}
M4Surface *SaveLoad::getThumbnail(int slotNumber) {
Common::SeekableReadStream *saveFile;
uint32 dataOffset;
if (_emulateOriginal) {
// Get savegame file from original game folder
Common::File *f = new Common::File();
if (!f->open(generateSaveName(slotNumber))) {
delete f;
return NULL;
}
saveFile = f;
} else {
// Open up savegame for access via savefile manager
saveFile = _vm->saveManager()->openForLoading(generateSaveName(slotNumber));
}
if (!saveFile)
return NULL;
dataOffset = saveFile->readUint32LE();
assert(dataOffset < 0x100);
saveFile->seek(dataOffset, SEEK_CUR);
// Read in the sprite data
saveFile->seek(16, SEEK_CUR);
int width = saveFile->readUint32LE();
int height = saveFile->readUint32LE();
saveFile->seek(21, SEEK_CUR);
saveFile->readUint32LE(); // sprite data size
M4Sprite *result = new M4Sprite(saveFile, 0, 0, width, height);
delete saveFile;
return result;
}
bool SaveLoad::load(int slotNumber) {
// TODO: Currently it's hardcoded to return a failure
return false;
}
bool SaveLoad::save(int slotNumber, Common::String saveName) {
// TODO: Currently it's hardcoded to return a failure
return false;
}
} // End of namespace M4
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