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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/scummsys.h"
#include "common/algorithm.h"
#include "common/memstream.h"
#include "common/substream.h"
#include "common/translation.h"
#include "graphics/scaler.h"
#include "graphics/thumbnail.h"
#include "gui/saveload.h"
#include "mm/xeen/saves.h"
#include "mm/xeen/files.h"
#include "mm/xeen/xeen.h"
namespace MM {
namespace Xeen {
SavesManager::SavesManager(const Common::String &targetName) : _targetName(targetName),
_wonWorld(false), _wonDarkSide(false) {
FileManager &files = *g_vm->_files;
files._xeenSave = nullptr;
files._darkSave = nullptr;
}
SavesManager::~SavesManager() {
FileManager &files = *g_vm->_files;
delete files._xeenSave;
delete files._darkSave;
}
static const char *const SAVEGAME_STR = "XEEN";
#define SAVEGAME_STR_SIZE 6
WARN_UNUSED_RESULT bool SavesManager::readSavegameHeader(Common::InSaveFile *in, XeenSavegameHeader &header, bool skipThumbnail) {
char saveIdentBuffer[SAVEGAME_STR_SIZE + 1];
// Validate the header Id
in->read(saveIdentBuffer, SAVEGAME_STR_SIZE + 1);
if (strncmp(saveIdentBuffer, SAVEGAME_STR, SAVEGAME_STR_SIZE))
return false;
header._version = in->readByte();
if (header._version > XEEN_SAVEGAME_VERSION)
return false;
// Read in the string
header._saveName.clear();
char ch;
while ((ch = (char)in->readByte()) != '\0')
header._saveName += ch;
// Get the thumbnail
if (!Graphics::loadThumbnail(*in, header._thumbnail, skipThumbnail)) {
return false;
}
// Read in save date/time
header._year = in->readSint16LE();
header._month = in->readSint16LE();
header._day = in->readSint16LE();
header._hour = in->readSint16LE();
header._minute = in->readSint16LE();
header._totalFrames = in->readUint32LE();
return true;
}
void SavesManager::writeSavegameHeader(Common::OutSaveFile *out, XeenSavegameHeader &header) {
EventsManager &events = *g_vm->_events;
Screen &screen = *g_vm->_screen;
// Write out a savegame header
out->write(SAVEGAME_STR, SAVEGAME_STR_SIZE + 1);
out->writeByte(XEEN_SAVEGAME_VERSION);
// Write savegame name
out->writeString(header._saveName);
out->writeByte('\0');
// Write a thumbnail of the screen
uint8 thumbPalette[768];
screen.getPalette(thumbPalette);
Graphics::Surface saveThumb;
::createThumbnail(&saveThumb, (const byte *)screen.getPixels(),
screen.w, screen.h, thumbPalette);
Graphics::saveThumbnail(*out, saveThumb);
saveThumb.free();
// Write out the save date/time
TimeDate td;
g_system->getTimeAndDate(td);
out->writeSint16LE(td.tm_year + 1900);
out->writeSint16LE(td.tm_mon + 1);
out->writeSint16LE(td.tm_mday);
out->writeSint16LE(td.tm_hour);
out->writeSint16LE(td.tm_min);
out->writeUint32LE(events.playTime());
}
Common::Error SavesManager::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
Common::OutSaveFile *out = g_system->getSavefileManager()->openForSaving(g_vm->getSaveStateName(slot));
if (!out)
return Common::kCreatingFileFailed;
// Push map and party data to the save archives
FileManager &files = *g_vm->_files;
Map &map = *g_vm->_map;
map.saveMaze();
// Write the savegame header
XeenSavegameHeader header;
header._saveName = desc;
writeSavegameHeader(out, header);
// Loop through saving the sides' save archives
SaveArchive *archives[2] = { files._xeenSave, files._darkSave };
for (int idx = 0; idx < 2; ++idx) {
if (archives[idx]) {
archives[idx]->save(*out);
} else {
// Side isn't present
out->writeUint32LE(0);
}
}
// Write out miscellaneous
files.save(*out);
out->finalize();
delete out;
return Common::kNoError;
}
Common::Error SavesManager::loadGameState(int slot) {
Combat &combat = *g_vm->_combat;
EventsManager &events = *g_vm->_events;
FileManager &files = *g_vm->_files;
Map &map = *g_vm->_map;
Party &party = *g_vm->_party;
Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(
g_vm->getSaveStateName(slot));
if (!saveFile)
return Common::kReadingFailed;
// Load the savaegame header
XeenSavegameHeader header;
if (!readSavegameHeader(saveFile, header))
error("Invalid savegame");
// Set the total play time
events.setPlayTime(header._totalFrames);
// Loop through loading the sides' save archives
SaveArchive *archives[2] = { files._xeenSave, files._darkSave };
for (int idx = 0; idx < 2; ++idx) {
uint fileSize = saveFile->readUint32LE();
if (archives[idx]) {
if (fileSize) {
Common::SeekableSubReadStream arcStream(saveFile, saveFile->pos(),
saveFile->pos() + fileSize);
archives[idx]->load(arcStream);
} else {
archives[idx]->reset((idx == 1) ? files._darkCc : files._xeenCc);
}
} else {
assert(!fileSize);
}
}
// Read in miscellaneous
files.load(*saveFile);
// Load the character roster and party
files._currentSave->loadParty();
// Reset any combat information from the previous game
combat.reset();
party._treasure.reset();
// Load the new map
map.clearMaze();
map._loadCcNum = files._ccNum;
map.load(party._mazeId);
delete saveFile;
return Common::kNoError;
}
void SavesManager::newGame() {
FileManager &files = *g_vm->_files;
delete files._xeenSave;
delete files._darkSave;
files._xeenSave = nullptr;
files._darkSave = nullptr;
// Reset any combat information from the previous game
g_vm->_combat->reset();
// Reset the game states
if (g_vm->getGameID() != GType_Clouds) {
files._darkSave = new SaveArchive(g_vm->_party);
files._darkSave->reset(files._darkCc);
}
if (g_vm->getGameID() != GType_DarkSide && g_vm->getGameID() != GType_Swords) {
files._xeenSave = new SaveArchive(g_vm->_party);
files._xeenSave->reset(files._xeenCc);
}
files._currentSave = g_vm->getGameID() == GType_DarkSide || g_vm->getGameID() == GType_Swords ?
files._darkSave : files._xeenSave;
assert(files._currentSave);
// Load the character roster and party
files._currentSave->loadParty();
// Set any final initial values
Party &party = *g_vm->_party;
party.resetBlacksmithWares();
party._totalTime = 0;
switch (g_vm->getGameID()) {
case GType_Swords:
party._year = 1050;
break;
case GType_DarkSide:
party._year = 850;
break;
default:
party._year = 610;
break;
}
party._day = 1;
}
bool SavesManager::loadGame() {
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Load game:"), _("Load"), false);
int slotNum = dialog->runModalWithCurrentTarget();
delete dialog;
if (slotNum != -1) {
(void)loadGameState(slotNum);
g_vm->_interface->drawParty(true);
}
return slotNum != -1;
}
bool SavesManager::saveGame() {
Map &map = *g_vm->_map;
if (map.mazeData()._mazeFlags & RESTRICTION_SAVE) {
ErrorScroll::show(g_vm, Res.SAVE_OFF_LIMITS, WT_NONFREEZED_WAIT);
return false;
} else if (!g_vm->canSaveGameStateCurrently()) {
return false;
} else {
GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
int slotNum = dialog->runModalWithCurrentTarget();
Common::String saveName = dialog->getResultString();
delete dialog;
if (slotNum != -1)
saveGameState(slotNum, saveName);
return slotNum != -1;
}
}
void SavesManager::doAutosave() {
if (saveGameState(kAutoSaveSlot, _("Autosave")).getCode() != Common::kNoError)
g_vm->GUIError(_("Failed to autosave"));
}
} // End of namespace Xeen
} // End of namespace MM
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