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
|
/* 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/savefile.h"
#include "common/config-manager.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "gui/saveload.h"
#include "gui/message.h"
#include "parallaction/parallaction.h"
#include "parallaction/saveload.h"
#include "parallaction/sound.h"
/* Nippon Safes savefiles are called 'nippon.000' to 'nippon.099'.
*
* A special savefile named 'nippon.999' holds information on whether the user completed one or more parts of the game.
*/
#define NUM_SAVESLOTS 100
#define SPECIAL_SAVESLOT 999
namespace Parallaction {
Common::String SaveLoad::genSaveFileName(uint slot) {
assert(slot < NUM_SAVESLOTS || slot == SPECIAL_SAVESLOT);
char s[20];
sprintf(s, "%s.%.3u", _saveFilePrefix.c_str(), slot);
return Common::String(s);
}
Common::InSaveFile *SaveLoad::getInSaveFile(uint slot) {
Common::String name = genSaveFileName(slot);
return _saveFileMan->openForLoading(name);
}
Common::OutSaveFile *SaveLoad::getOutSaveFile(uint slot) {
Common::String name = genSaveFileName(slot);
return _saveFileMan->openForSaving(name);
}
void SaveLoad_ns::doLoadGame(uint16 slot) {
_vm->cleanupGame();
Common::InSaveFile *f = getInSaveFile(slot);
if (!f) return;
Common::String s, character, location;
// scrap the line with the savefile name
f->readLine();
character = f->readLine();
location = f->readLine();
s = f->readLine();
_vm->_location._startPosition.x = atoi(s.c_str());
s = f->readLine();
_vm->_location._startPosition.y = atoi(s.c_str());
s = f->readLine();
_vm->_score = atoi(s.c_str());
s = f->readLine();
g_globalFlags = atoi(s.c_str());
s = f->readLine();
_vm->_numLocations = atoi(s.c_str());
uint16 _si;
for (_si = 0; _si < _vm->_numLocations; _si++) {
s = f->readLine();
Common::strlcpy(_vm->_locationNames[_si], s.c_str(), 32);
s = f->readLine();
_vm->_localFlags[_si] = atoi(s.c_str());
}
_vm->cleanInventory(false);
ItemName name;
uint32 value;
for (_si = 0; _si < 30; _si++) {
s = f->readLine();
value = atoi(s.c_str());
s = f->readLine();
name = atoi(s.c_str());
_vm->addInventoryItem(name, value);
}
delete f;
// force reload of character to solve inventory
// bugs, but it's a good maneuver anyway
strcpy(_vm->_characterName1, "null");
char tmp[PATH_LEN];
sprintf(tmp, "%s.%s" , location.c_str(), character.c_str());
_vm->scheduleLocationSwitch(tmp);
}
void SaveLoad_ns::doSaveGame(uint16 slot, const char* name) {
Common::OutSaveFile *f = getOutSaveFile(slot);
if (f == 0) {
Common::String buf = Common::String::format(_("Can't save game in slot %i\n\n"), slot);
GUI::MessageDialog dialog(buf);
dialog.runModal();
return;
}
char s[200];
memset(s, 0, sizeof(s));
if (!name || name[0] == '\0') {
sprintf(s, "default_%i", slot);
} else {
strncpy(s, name, 199);
}
f->writeString(s);
f->writeString("\n");
sprintf(s, "%s\n", _vm->_char.getFullName());
f->writeString(s);
sprintf(s, "%s\n", g_saveData1);
f->writeString(s);
sprintf(s, "%d\n", _vm->_char._ani->getX());
f->writeString(s);
sprintf(s, "%d\n", _vm->_char._ani->getY());
f->writeString(s);
sprintf(s, "%d\n", _vm->_score);
f->writeString(s);
sprintf(s, "%u\n", g_globalFlags);
f->writeString(s);
sprintf(s, "%d\n", _vm->_numLocations);
f->writeString(s);
for (uint16 _si = 0; _si < _vm->_numLocations; _si++) {
sprintf(s, "%s\n%u\n", _vm->_locationNames[_si], _vm->_localFlags[_si]);
f->writeString(s);
}
const InventoryItem *item;
for (uint16 _si = 0; _si < 30; _si++) {
item = _vm->getInventoryItem(_si);
sprintf(s, "%u\n%d\n", item->_id, item->_index);
f->writeString(s);
}
delete f;
}
int SaveLoad::selectSaveFile(Common::String &selectedName, bool saveMode, const Common::String &caption, const Common::String &button) {
GUI::SaveLoadChooser slc(caption, button, saveMode);
selectedName.clear();
int idx = slc.runModalWithCurrentTarget();
if (idx >= 0) {
selectedName = slc.getResultString();
}
return idx;
}
bool SaveLoad::loadGame() {
Common::String null;
int _di = selectSaveFile(null, false, _("Load file"), _("Load"));
if (_di == -1) {
return false;
}
doLoadGame(_di);
GUI::TimedMessageDialog dialog(_("Loading game..."), 1500);
dialog.runModal();
return true;
}
bool SaveLoad::saveGame() {
Common::String saveName;
int slot = selectSaveFile(saveName, true, _("Save file"), _("Save"));
if (slot == -1) {
return false;
}
doSaveGame(slot, saveName.c_str());
GUI::TimedMessageDialog dialog(_("Saving game..."), 1500);
dialog.runModal();
return true;
}
bool SaveLoad_ns::saveGame() {
// NOTE: shouldn't this check be done before, so that the
// user can't even select 'save'?
if (!scumm_stricmp(_vm->_location._name, "caveau")) {
return false;
}
return SaveLoad::saveGame();
}
void SaveLoad_ns::setPartComplete(const char *part) {
Common::String s;
bool alreadyPresent = false;
Common::InSaveFile *inFile = getInSaveFile(SPECIAL_SAVESLOT);
if (inFile) {
s = inFile->readLine();
delete inFile;
if (s.contains(part)) {
alreadyPresent = true;
}
}
if (!alreadyPresent) {
Common::OutSaveFile *outFile = getOutSaveFile(SPECIAL_SAVESLOT);
outFile->writeString(s);
outFile->writeString(part);
outFile->finalize();
delete outFile;
}
}
void SaveLoad_ns::getGamePartProgress(bool *complete, int size) {
assert(complete && size >= 3);
Common::InSaveFile *inFile = getInSaveFile(SPECIAL_SAVESLOT);
Common::String s = inFile->readLine();
delete inFile;
complete[0] = s.contains("dino");
complete[1] = s.contains("donna");
complete[2] = s.contains("dough");
}
static bool askRenameOldSavefiles() {
GUI::MessageDialog dialog0(
_("ScummVM found that you have old saved games for Nippon Safes that should be renamed.\n"
"The old names are 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 next time.\n"), _("OK"), _("Cancel"));
return (dialog0.runModal() != 0);
}
void SaveLoad_ns::renameOldSavefiles() {
Common::StringArray oldFilenames = _saveFileMan->listSavefiles("game.*");
uint numOldSaves = oldFilenames.size();
bool rename = false;
uint success = 0, id;
Common::String oldName, newName;
for (uint i = 0; i < oldFilenames.size(); ++i) {
oldName = oldFilenames[i];
int e = sscanf(oldName.c_str(), "game.%u", &id);
if (e != 1) {
// this wasn't a savefile, so adjust numOldSaves accordingly
--numOldSaves;
continue;
}
if (!rename) {
rename = askRenameOldSavefiles();
}
if (!rename) {
// return immediately if the user doesn't want to rename the files
return;
}
newName = genSaveFileName(id);
if (_saveFileMan->renameSavefile(oldName, newName)) {
success++;
} else {
warning("Error %i (%s) occurred while renaming %s to %s", _saveFileMan->getError().getCode(),
_saveFileMan->getErrorDesc().c_str(), oldName.c_str(), newName.c_str());
}
}
if (numOldSaves == 0) {
// there were no old savefiles: nothing to notify
return;
}
Common::String msg;
if (success == numOldSaves) {
msg = _("ScummVM successfully converted all your saved games.");
} else {
msg = _("ScummVM printed some warnings in your console window and can't guarantee all your files have been converted.\n\n"
"Please report to the team.");
}
GUI::MessageDialog dialog1(msg);
dialog1.runModal();
}
void SaveLoad_br::doLoadGame(uint16 slot) {
// TODO: implement loadgame
}
void SaveLoad_br::doSaveGame(uint16 slot, const char* name) {
// TODO: implement savegame
}
void SaveLoad_br::getGamePartProgress(bool *complete, int size) {
assert(complete && size >= 3);
// TODO: implement progress loading
complete[0] = true;
complete[1] = true;
complete[2] = true;
}
void SaveLoad_br::setPartComplete(const char *part) {
// TODO: implement progress saving
}
} // namespace Parallaction
|