scummvm/engines/lab/savegame.cpp

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2014-10-06 14:50:05 +02:00
/* 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 "lab/stddefines.h"
#include "lab/labfun.h"
#include "lab/modernsavegame.h"
namespace Lab {
/* The version string */
#if defined(DOSCODE)
#define SAVEVERSION "LBS2"
#else
#define SAVEVERSION "LBS3"
#define SAVEVERSION_COMPAT "LBS2"
#endif
#define BOOKMARK 0
#define CARDMARK 1
#define FLOPPY 2
typedef void *LABFH;
#define INVALID_LABFH NULL
uint16 FileType, FileNum;
/*----- The Amiga specific area of saveGame.c -----*/
/*****************************************************************************/
/* Opens a file to write to from disk. */
/*****************************************************************************/
static LABFH saveGameOpen(char *filename, bool iswrite) {
warning("STUB: saveGameOpen");
return 0;
#if 0
if (iswrite) {
unlink(filename);
return fopen(filename, "wb");
} else
return fopen(filename, "rb");
#endif
}
/*****************************************************************************/
/* Closes a file. */
/*****************************************************************************/
static void saveGameClose(LABFH file, bool iswrite) {
warning("STUB: saveGameClose");
return;
#if 0
if (file != INVALID_LABFH)
fclose(file);
#endif
}
/*****************************************************************************/
/* Writes a block of memory to whatever it is that we're writing to. */
/*****************************************************************************/
static void saveGameWriteBlock(LABFH file, void *data, uint32 size) {
warning("STUB: saveGameWriteBlock");
return;
//fwrite(data, 1, size, file);
}
/*****************************************************************************/
/* Writes a block of memory to whatever it is that we're writing to. */
/*****************************************************************************/
static void saveGameReadBlock(LABFH file, void *data, uint32 size) {
warning("STUB: saveGameReadBlock");
return;
//fread(data, 1, size, file);
}
/*----- The machine independent section of saveGame.c -----*/
/* Lab: Labyrinth specific */
extern uint16 combination[6];
extern uint16 CurTile[4] [4];
#if !defined(DOSCODE)
extern CrumbData BreadCrumbs[MAX_CRUMBS];
extern uint16 NumCrumbs;
extern bool DroppingCrumbs;
extern bool FollowingCrumbs;
#endif
/*****************************************************************************/
/* Writes the game out to disk. */
/* Assumes that the file has already been openned and is there. */
/*****************************************************************************/
static bool saveGame(uint16 RoomNum, uint16 Direction, uint16 Quarters, LargeSet set1, LargeSet set2, LABFH file) {
#if !defined(DOSCODE)
uint16 temp;
CrumbData crumbs[sizeof(BreadCrumbs) / sizeof(CrumbData)];
#endif
uint16 last, counter, counter1;
char c;
saveGameWriteBlock(file, (void *)SAVEVERSION, 4L);
#if defined(DOSCODE)
saveGameWriteBlock(file, &RoomNum, 2L);
saveGameWriteBlock(file, &Direction, 2L);
saveGameWriteBlock(file, &Quarters, 2L);
#else
temp = swapUShort(RoomNum);
saveGameWriteBlock(file, &temp, 2L);
temp = swapUShort(Direction);
saveGameWriteBlock(file, &temp, 2L);
temp = swapUShort(Quarters);
saveGameWriteBlock(file, &temp, 2L);
#endif
last = set1->lastElement / 8;
saveGameWriteBlock(file, &(set1->array[0]), (uint32) last);
last = set2->lastElement / 8;
saveGameWriteBlock(file, &(set2->array[0]), (uint32) last);
/* LAB: the combination lock and tile stuff */
for (counter = 0; counter < 6; counter++) {
c = (char)combination[counter];
saveGameWriteBlock(file, &c, 1L);
}
for (counter = 0; counter < 4; counter++)
for (counter1 = 0; counter1 < 4; counter1++)
#if defined(DOSCODE)
saveGameWriteBlock(file, &(CurTile[counter] [counter1]), 2L);
#else
{
temp = swapUShort(CurTile[counter] [counter1]);
saveGameWriteBlock(file, &temp, 2L);
}
#endif
#if !defined(DOSCODE)
saveGameWriteBlock(file, g_SaveGameImage, SAVED_IMAGE_SIZE);
memcpy(crumbs, BreadCrumbs, sizeof BreadCrumbs);
swapUShortPtr(&crumbs[0].RoomNum, sizeof(BreadCrumbs) / sizeof(uint16));
saveGameWriteBlock(file, crumbs, sizeof BreadCrumbs);
#endif
saveGameClose(file, true);
return true;
}
/*****************************************************************************/
/* Reads the game from disk. */
/* Assumes that the file has already been openned and is there. */
/*****************************************************************************/
static bool loadGame(uint16 *RoomNum, uint16 *Direction, uint16 *Quarters, LargeSet set1, LargeSet set2, LABFH file) {
#if !defined(DOSCODE)
uint16 t;
CrumbData crumbs[sizeof(BreadCrumbs) / sizeof(CrumbData)];
#endif
char temp[5], c;
uint16 last, counter, counter1;
saveGameReadBlock(file, temp, 4L);
temp[4] = 0;
/*
if (strcmp(temp, SAVEVERSION) != 0)
{
saveGameClose(file, false);
return false;
}
*/
#if defined(DOSCODE)
saveGameReadBlock(file, RoomNum, 2L);
saveGameReadBlock(file, Direction, 2L);
saveGameReadBlock(file, Quarters, 2L);
#else
saveGameReadBlock(file, &t, 2L);
*RoomNum = swapUShort(t);
saveGameReadBlock(file, &t, 2L);
*Direction = swapUShort(t);
saveGameReadBlock(file, &t, 2L);
*Quarters = swapUShort(t);
#endif
last = set1->lastElement / 8;
saveGameReadBlock(file, &(set1->array[0]), (uint32) last);
last = set2->lastElement / 8;
saveGameReadBlock(file, &(set2->array[0]), (uint32) last);
/* LAB: the combination lock and tile stuff */
for (counter = 0; counter < 6; counter++) {
saveGameReadBlock(file, &c, 1L);
combination[counter] = c;
}
for (counter = 0; counter < 4; counter++)
for (counter1 = 0; counter1 < 4; counter1++)
#if defined(DOSCODE)
saveGameReadBlock(file, &(CurTile[counter] [counter1]), 2L);
#else
{
saveGameReadBlock(file, &t, 2L);
CurTile[counter] [counter1] = swapUShort(t);
}
#endif
if (strcmp(temp, SAVEVERSION) == 0) {
saveGameReadBlock(file, g_SaveGameImage, SAVED_IMAGE_SIZE);
memset(crumbs, 0, sizeof BreadCrumbs);
saveGameReadBlock(file, crumbs, sizeof BreadCrumbs);
swapUShortPtr(&crumbs[0].RoomNum, sizeof(BreadCrumbs) / sizeof(uint16));
memcpy(BreadCrumbs, crumbs, sizeof BreadCrumbs);
DroppingCrumbs = (BreadCrumbs[0].RoomNum != 0);
FollowingCrumbs = false;
for (counter = 0; counter < MAX_CRUMBS; counter++)
if (BreadCrumbs[counter].RoomNum == 0) break;
NumCrumbs = counter;
}
saveGameClose(file, false);
return true;
}
/*****************************************************************************/
/* Saves the game to the floppy disk. */
/*****************************************************************************/
bool saveFloppy(char *path, uint16 RoomNum, uint16 Direction, uint16 NumQuarters, LargeSet Conditions, LargeSet Rooms, uint16 filenum, uint16 type) {
LABFH FPtr;
g_music->checkMusic();
FileType = type;
FileNum = filenum;
if ((FPtr = saveGameOpen(path, true)) != INVALID_LABFH)
saveGame(RoomNum, Direction, NumQuarters, Conditions, Rooms, FPtr);
else
return false;
return true;
}
/*****************************************************************************/
/* Reads the game from the floppy disk. */
/*****************************************************************************/
bool readFloppy(char *path, uint16 *RoomNum, uint16 *Direction, uint16 *NumQuarters, LargeSet Conditions, LargeSet Rooms, uint16 filenum, uint16 type) {
LABFH FPtr;
g_music->checkMusic();
FileType = type;
FileNum = filenum;
if ((FPtr = saveGameOpen(path, false)) != INVALID_LABFH) {
if (!loadGame(RoomNum, Direction, NumQuarters, Conditions, Rooms, FPtr))
return false;
} else
return false;
return true;
}
} // End of namespace Lab