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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/scummsys.h"
#include "zvision/zvision.h"
#include "zvision/file/save_manager.h"
#include "zvision/scripting/script_manager.h"
#include "zvision/graphics/render_manager.h"
#include "common/system.h"
#include "common/translation.h"
#include "graphics/surface.h"
#include "graphics/thumbnail.h"
#include "gui/message.h"
#include "gui/saveload.h"
namespace ZVision {
const uint32 SaveManager::SAVEGAME_ID = MKTAG('Z', 'E', 'N', 'G');
bool SaveManager::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 false;
if (isSave) {
saveGame(slot, desc, false);
return true;
} else {
Common::ErrorCode result = loadGame(slot).getCode();
return (result == Common::kNoError);
}
}
void SaveManager::saveGame(uint slot, const Common::String &saveName, bool useSaveBuffer) {
if (!_tempSave && useSaveBuffer)
return;
Common::SaveFileManager *saveFileManager = g_system->getSavefileManager();
Common::OutSaveFile *file = saveFileManager->openForSaving(_engine->generateSaveFileName(slot));
writeSaveGameHeader(file, saveName, useSaveBuffer);
if (useSaveBuffer)
file->write(_tempSave->getData(), _tempSave->size());
else
_engine->getScriptManager()->serialize(file);
file->finalize();
delete file;
if (useSaveBuffer)
flushSaveBuffer();
_lastSaveTime = g_system->getMillis();
}
void SaveManager::autoSave() {
saveGame(0, "Auto save", false);
}
void SaveManager::writeSaveGameHeader(Common::OutSaveFile *file, const Common::String &saveName, bool useSaveBuffer) {
file->writeUint32BE(SAVEGAME_ID);
// Write version
file->writeByte(SAVE_VERSION);
// Write savegame name
file->writeString(saveName);
file->writeByte(0);
// Save the game thumbnail
if (useSaveBuffer)
file->write(_tempThumbnail->getData(), _tempThumbnail->size());
else
Graphics::saveThumbnail(*file);
// Write out the save date/time
TimeDate td;
g_system->getTimeAndDate(td);
file->writeSint16LE(td.tm_year + 1900);
file->writeSint16LE(td.tm_mon + 1);
file->writeSint16LE(td.tm_mday);
file->writeSint16LE(td.tm_hour);
file->writeSint16LE(td.tm_min);
}
Common::Error SaveManager::loadGame(int slot) {
Common::SeekableReadStream *saveFile = NULL;
if (slot >= 0) {
saveFile = getSlotFile(slot);
} else {
saveFile = _engine->getSearchManager()->openFile("r.svr");
if (!saveFile) {
Common::File *restoreFile = new Common::File();
if (!restoreFile->open("r.svr")) {
delete restoreFile;
return Common::kPathDoesNotExist;
}
saveFile = restoreFile;
}
}
if (!saveFile)
return Common::kPathDoesNotExist;
// Read the header
SaveGameHeader header;
if (!readSaveGameHeader(saveFile, header)) {
return Common::kUnknownError;
}
ScriptManager *scriptManager = _engine->getScriptManager();
// Update the state table values
scriptManager->deserialize(saveFile);
delete saveFile;
if (header.thumbnail)
delete header.thumbnail;
if (_engine->getGameId() == GID_NEMESIS && scriptManager->getCurrentLocation() == "tv2f") {
// WORKAROUND for script bug #6793: location tv2f (stairs) has two states:
// one at the top of the stairs, and one at the bottom. When the player
// goes to the bottom of the stairs, the screen changes, and hotspot
// 4652 (exit opposite the stairs) is enabled. However, the variable that
// controls the state (2408) is reset when the player goes down the stairs.
// Furthermore, the room's initialization script disables the stair exit
// control (4652). This leads to an impossible situation, where all the
// exit controls are disabled, and the player can't more anywhere. Thus,
// when loading a game in that room, we check for that impossible
// situation, which only occurs after the player has moved down the stairs,
// and fix it here by setting the correct background, and enabling the
// stair exit hotspot.
if ((scriptManager->getStateFlag(2411) & Puzzle::DISABLED) &&
(scriptManager->getStateFlag(2408) & Puzzle::DISABLED) &&
(scriptManager->getStateFlag(4652) & Puzzle::DISABLED)) {
_engine->getRenderManager()->setBackgroundImage("tv2fb21c.tga");
scriptManager->unsetStateFlag(4652, Puzzle::DISABLED);
}
}
return Common::kNoError;
}
bool SaveManager::readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header) {
uint32 tag = in->readUint32BE();
// Check if it's original savegame than fill header structure
if (tag == MKTAG('Z', 'N', 'S', 'G')) {
header.saveYear = 0;
header.saveMonth = 0;
header.saveDay = 0;
header.saveHour = 0;
header.saveMinutes = 0;
header.saveName = "Original Save";
header.thumbnail = NULL;
header.version = SAVE_ORIGINAL;
in->seek(-4, SEEK_CUR);
return true;
}
if (tag != SAVEGAME_ID) {
warning("File is not a Z-Vision saved game. Aborting load");
return false;
}
// Read in the version
header.version = in->readByte();
// Check that the save version isn't newer than this binary
if (header.version > SAVE_VERSION) {
uint tempVersion = header.version;
GUI::MessageDialog dialog(
Common::String::format(
_("This saved game uses version %u, but this engine only "
"supports up to version %d. You will need an updated version "
"of the engine to use this saved game."), tempVersion, SAVE_VERSION
),
_("OK"));
dialog.runModal();
}
// Read in the save name
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;
}
Common::SeekableReadStream *SaveManager::getSlotFile(uint slot) {
Common::SeekableReadStream *saveFile = g_system->getSavefileManager()->openForLoading(_engine->generateSaveFileName(slot));
if (saveFile == NULL) {
// Try to load standard save file
Common::String filename;
if (_engine->getGameId() == GID_GRANDINQUISITOR)
filename = Common::String::format("inqsav%u.sav", slot);
else if (_engine->getGameId() == GID_NEMESIS)
filename = Common::String::format("nemsav%u.sav", slot);
saveFile = _engine->getSearchManager()->openFile(filename);
if (saveFile == NULL) {
Common::File *tmpFile = new Common::File;
if (!tmpFile->open(filename)) {
delete tmpFile;
} else {
saveFile = tmpFile;
}
}
}
return saveFile;
}
void SaveManager::prepareSaveBuffer() {
delete _tempThumbnail;
_tempThumbnail = new Common::MemoryWriteStreamDynamic(DisposeAfterUse::YES);
Graphics::saveThumbnail(*_tempThumbnail);
delete _tempSave;
_tempSave = new Common::MemoryWriteStreamDynamic(DisposeAfterUse::YES);
_engine->getScriptManager()->serialize(_tempSave);
}
void SaveManager::flushSaveBuffer() {
delete _tempThumbnail;
_tempThumbnail = NULL;
delete _tempSave;
_tempSave = NULL;
}
} // End of namespace ZVision
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