scummvm/engines/prince/saveload.cpp

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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.
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*
* 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.
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*
* 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 "prince/prince.h"
#include "prince/graphics.h"
#include "prince/flags.h"
#include "prince/script.h"
#include "prince/hero.h"
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#include "common/savefile.h"
#include "common/system.h"
#include "common/config-manager.h"
#include "common/memstream.h"
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#include "graphics/thumbnail.h"
#include "graphics/surface.h"
#include "graphics/palette.h"
#include "graphics/scaler.h"
namespace Prince {
#define kSavegameVersion 1
class InterpreterFlags;
class Interpreter;
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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WARN_UNUSED_RESULT bool PrinceEngine::readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail) {
header.version = 0;
header.saveName.clear();
header.thumbnail = nullptr;
header.saveYear = 0;
header.saveMonth = 0;
header.saveDay = 0;
header.saveHour = 0;
header.saveMinutes = 0;
header.playTime = 0;
// Get the savegame version
header.version = in->readByte();
if (header.version > kSavegameVersion)
return false;
// Read in the string
char ch;
while ((ch = (char)in->readByte()) != '\0')
header.saveName += ch;
// Get the thumbnail
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) {
return false;
ALL: Load savegame thumbnail only when necessary This commit introduces the following changes: 1. Graphics::loadThumbnail() Now returns a boolean and takes a new argument skipThumbnail which defaults to false. In case of true, loadThumbnail() reads past the thumbnail data in the input stream instead of actually loading the thumbnail. This simplifies savegame handling where, up until now, many engines always read the whole savegame metadata (including the thumbnail) and then threw away the thumbnail when not needed (which is in almost all cases, the most common exception being MetaEngine::querySaveMetaInfos() which is responsible for loading savegame metadata for displaying it in the GUI launcher. 2. readSavegameHeader() Engines which already implement such a method (name varies) now take a new argument skipThumbnail (default: true) which is passed through to loadThumbnail(). This means that the default case for readSavegameHeader() is now _not_ loading the thumbnail from a savegame and just reading past it. In those cases, e.g. querySaveMetaInfos(), where we actually are interested in loading the thumbnail readSavegameHeader() needs to explicitely be called with skipThumbnail == false. Engines whose readSavegameHeader() (name varies) already takes an argument loadThumbnail have been adapted to have a similar prototype and semantics. I.e. readSaveHeader(in, loadThumbnail, header) now is readSaveHeader(in, header, skipThumbnail). 3. Error handling Engines which previously did not check the return value of readSavegameHeader() (name varies) now do so ensuring that possibly broken savegames (be it a broken thumbnail or something else) don't make it into the GUI launcher list in the first place.
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}
// 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();
header.playTime = in->readUint32LE();
return true;
}
bool PrinceEngine::canSaveGameStateCurrently() {
if (_mouseFlag && _mouseFlag != 3) {
if (_mainHero->_visible) {
// 29 - Basement
if (_locationNr != 29) {
// No dialog box and not in inventory
if (!_dialogFlag && !_showInventoryFlag) {
return true;
}
}
}
}
return false;
}
bool PrinceEngine::canLoadGameStateCurrently() {
if (_mouseFlag && _mouseFlag != 3) {
if (_mainHero->_visible) {
// 29 - Basement
if (_locationNr != 29) {
// No dialog box and not in inventory
if (!_dialogFlag && !_showInventoryFlag) {
return true;
}
}
}
}
return false;
}
Common::Error PrinceEngine::saveGameState(int slot, const Common::String &desc) {
// Set up the serializer
Common::String slotName = generateSaveName(slot);
Common::OutSaveFile *saveFile = g_system->getSavefileManager()->openForSaving(slotName);
// Write out the ScummVM savegame header
SavegameHeader header;
header.saveName = desc;
header.version = kSavegameVersion;
writeSavegameHeader(saveFile, header);
// Write out the data of the savegame
syncGame(nullptr, saveFile);
// Finish writing out game data
saveFile->finalize();
delete saveFile;
return Common::kNoError;
}
Common::String PrinceEngine::generateSaveName(int slot) {
return Common::String::format("%s.%03d", _targetName.c_str(), slot);
}
void PrinceEngine::writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header) {
// Write out a savegame header
out->write(kSavegameStr, kSavegameStrSize + 1);
out->writeByte(kSavegameVersion);
// Write savegame name
out->write(header.saveName.c_str(), header.saveName.size() + 1);
// Get the active palette
uint8 thumbPalette[256 * 3];
_system->getPaletteManager()->grabPalette(thumbPalette, 0, 256);
// Create a thumbnail and save it
Graphics::Surface *thumb = new Graphics::Surface();
Graphics::Surface *s = _graph->_frontScreen; // check inventory / map etc..
::createThumbnail(thumb, (const byte *)s->getPixels(), s->w, s->h, thumbPalette);
Graphics::saveThumbnail(*out, *thumb);
thumb->free();
delete thumb;
// 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(g_engine->getTotalPlayTime() / 1000);
}
void PrinceEngine::syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream) {
int emptyRoom = 0x00;
int normRoom = 0xFF;
byte endInv = 0xFF;
Common::Serializer s(readStream, writeStream);
if (s.isSaving()) {
// Flag values
for (int i = 0; i < _flags->kMaxFlags; i++) {
uint32 value = _flags->getFlagValue((Flags::Id)(_flags->kFlagMask + i));
s.syncAsUint32LE(value);
}
// Dialog data
for (uint32 i = 0; i < _dialogDatSize; i++) {
byte value = _dialogDat[i];
s.syncAsByte(value);
}
// Location number
s.syncAsUint16LE(_locationNr);
// Rooms
for (int roomId = 0; roomId < _script->kMaxRooms; roomId++) {
Room *room = new Room();
room->loadRoom(_script->getRoomOffset(roomId));
if (room->_mobs) {
s.syncAsByte(normRoom);
} else {
s.syncAsByte(emptyRoom);
delete room;
continue;
}
// Mobs
for (int mobId = 0; mobId < kMaxMobs; mobId++) {
byte value = _script->getMobVisible(room->_mobs, mobId);
s.syncAsByte(value);
}
// Background animations
for (int backAnimSlot = 0; backAnimSlot < kMaxBackAnims; backAnimSlot++) {
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uint32 value = _script->getBackAnimId(room->_backAnim, backAnimSlot);
s.syncAsUint32LE(value);
}
// Objects
for (int objectSlot = 0; objectSlot < kMaxObjects; objectSlot++) {
byte value = _script->getObjId(room->_obj, objectSlot);
s.syncAsByte(value);
}
delete room;
}
// Main hero
s.syncAsUint16LE(_mainHero->_visible);
s.syncAsUint16LE(_mainHero->_middleX);
s.syncAsUint16LE(_mainHero->_middleY);
s.syncAsUint16LE(_mainHero->_lastDirection);
s.syncAsUint32LE(_mainHero->_color);
s.syncAsUint16LE(_mainHero->_maxBoredom);
s.syncAsUint32LE(_mainHero->_animSetNr);
for (uint inv1Slot = 0; inv1Slot < _mainHero->_inventory.size(); inv1Slot++) {
s.syncAsByte(_mainHero->_inventory[inv1Slot]);
}
s.syncAsByte(endInv);
for (uint inv2Slot = 0; inv2Slot < _mainHero->_inventory2.size(); inv2Slot++) {
s.syncAsByte(_mainHero->_inventory2[inv2Slot]);
}
s.syncAsByte(endInv);
// Second hero
s.syncAsUint16LE(_secondHero->_visible);
s.syncAsUint16LE(_secondHero->_middleX);
s.syncAsUint16LE(_secondHero->_middleY);
s.syncAsUint16LE(_secondHero->_lastDirection);
s.syncAsUint32LE(_secondHero->_color);
s.syncAsUint16LE(_secondHero->_maxBoredom);
s.syncAsUint32LE(_secondHero->_animSetNr);
for (uint inv1Slot = 0; inv1Slot < _secondHero->_inventory.size(); inv1Slot++) {
s.syncAsByte(_secondHero->_inventory[inv1Slot]);
}
s.syncAsByte(endInv);
for (uint inv2Slot = 0; inv2Slot < _secondHero->_inventory2.size(); inv2Slot++) {
s.syncAsByte(_secondHero->_inventory2[inv2Slot]);
}
s.syncAsByte(endInv);
} else {
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// Cursor reset
changeCursor(1);
_currentPointerNumber = 1;
// Flag values
for (int i = 0; i < _flags->kMaxFlags; i++) {
uint32 value = 0;
s.syncAsUint32LE(value);
_flags->setFlagValue((Flags::Id)(_flags->kFlagMask + i), value);
}
// Dialog data
for (uint32 i = 0; i < _dialogDatSize; i++) {
byte value = 0;
s.syncAsByte(value);
_dialogDat[i] = value;
}
// Location number
int restoreRoom = 0;
s.syncAsUint16LE(restoreRoom);
_flags->setFlagValue(Flags::RESTOREROOM, restoreRoom);
// Rooms
for (int roomId = 0; roomId < _script->kMaxRooms; roomId++) {
Room *room = new Room();
room->loadRoom(_script->getRoomOffset(roomId));
byte roomType = emptyRoom;
s.syncAsByte(roomType);
if (roomType == emptyRoom) {
delete room;
continue;
}
// Mobs
for (int mobId = 0; mobId < kMaxMobs; mobId++) {
byte value = 0;
s.syncAsByte(value);
_script->setMobVisible(room->_mobs, mobId, value);
}
// Background animations
for (int backAnimSlot = 0; backAnimSlot < kMaxBackAnims; backAnimSlot++) {
uint32 value = 0;
s.syncAsUint32LE(value);
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_script->setBackAnimId(room->_backAnim, backAnimSlot, value);
}
// Objects
for (int objectSlot = 0; objectSlot < kMaxObjects; objectSlot++) {
byte value = 0;
s.syncAsByte(value);
_script->setObjId(room->_obj, objectSlot, value);
}
delete room;
}
// Main hero
s.syncAsUint16LE(_mainHero->_visible);
s.syncAsUint16LE(_mainHero->_middleX);
s.syncAsUint16LE(_mainHero->_middleY);
s.syncAsUint16LE(_mainHero->_lastDirection);
s.syncAsUint32LE(_mainHero->_color);
s.syncAsUint16LE(_mainHero->_maxBoredom);
s.syncAsUint32LE(_mainHero->_animSetNr);
_mainHero->loadAnimSet(_mainHero->_animSetNr);
_mainHero->_inventory.clear();
byte invId = endInv;
while (1) {
s.syncAsByte(invId);
if (invId == endInv) {
break;
}
_mainHero->_inventory.push_back(invId);
}
_mainHero->_inventory2.clear();
invId = endInv;
while (1) {
s.syncAsByte(invId);
if (invId == endInv) {
break;
}
_mainHero->_inventory2.push_back(invId);
}
// Second hero
s.syncAsUint16LE(_secondHero->_visible);
s.syncAsUint16LE(_secondHero->_middleX);
s.syncAsUint16LE(_secondHero->_middleY);
s.syncAsUint16LE(_secondHero->_lastDirection);
s.syncAsUint32LE(_secondHero->_color);
s.syncAsUint16LE(_secondHero->_maxBoredom);
s.syncAsUint32LE(_secondHero->_animSetNr);
_secondHero->loadAnimSet(_secondHero->_animSetNr);
_secondHero->_inventory.clear();
invId = endInv;
while (1) {
s.syncAsByte(invId);
if (invId == endInv) {
break;
}
_secondHero->_inventory.push_back(invId);
}
_secondHero->_inventory2.clear();
invId = endInv;
while (1) {
s.syncAsByte(invId);
if (invId == endInv) {
break;
}
_secondHero->_inventory2.push_back(invId);
}
// Script
_interpreter->setBgOpcodePC(0);
_interpreter->setFgOpcodePC(_script->_scriptInfo.restoreGame);
}
}
Common::Error PrinceEngine::loadGameState(int slot) {
if (!loadGame(slot)) {
return Common::kReadingFailed;
}
return Common::kNoError;
}
bool PrinceEngine::loadGame(int slotNumber) {
Common::MemoryReadStream *readStream;
// Open up the savegame file
Common::String slotName = generateSaveName(slotNumber);
Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(slotName);
// Read the data into a data buffer
int size = saveFile->size();
byte *dataBuffer = (byte *)malloc(size);
saveFile->read(dataBuffer, size);
readStream = new Common::MemoryReadStream(dataBuffer, size, DisposeAfterUse::YES);
delete saveFile;
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// Check to see if it's a ScummVM savegame or not
char buffer[kSavegameStrSize + 1];
readStream->read(buffer, kSavegameStrSize + 1);
if (strncmp(buffer, kSavegameStr, kSavegameStrSize + 1) != 0) {
delete readStream;
return false;
} else {
SavegameHeader saveHeader;
if (!readSavegameHeader(readStream, saveHeader)) {
delete readStream;
return false;
}
g_engine->setTotalPlayTime(saveHeader.playTime * 1000);
}
// Get in the savegame
syncGame(readStream, nullptr);
delete readStream;
return true;
}
} // End of namespace Prince