scummvm/engines/lab/savegame.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.
*
* 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 "graphics/thumbnail.h"
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#include "lab/lab.h"
#include "lab/savegame.h"
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namespace Lab {
#define SAVEGAME_ID MKTAG('L', 'O', 'T', 'S')
#define SAVEGAME_VERSION 1
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void writeSaveGameHeader(Common::OutSaveFile *out, const Common::String &saveName) {
out->writeUint32BE(SAVEGAME_ID);
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// Write version
out->writeByte(SAVEGAME_VERSION);
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// Write savegame name
out->writeString(saveName);
out->writeByte(0);
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// Save the game thumbnail
Graphics::saveThumbnail(*out);
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// Creation date/time
TimeDate curTime;
g_system->getTimeAndDate(curTime);
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uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
uint16 saveTime = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
uint32 playTime = g_engine->getTotalPlayTime() / 1000;
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out->writeUint32BE(saveDate);
out->writeUint16BE(saveTime);
out->writeUint32BE(playTime);
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}
bool readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header) {
uint32 id = in->readUint32BE();
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// Check if it's a valid ScummVM savegame
if (id != SAVEGAME_ID)
return false;
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// Read in the version
header._version = in->readByte();
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// Check that the save version isn't newer than this binary
if (header._version > SAVEGAME_VERSION)
return false;
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// Read in the save name
Common::String saveName;
char ch;
while ((ch = (char)in->readByte()) != '\0')
saveName += ch;
header._descr.setDescription(saveName);
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// Get the thumbnail
header._descr.setThumbnail(Graphics::loadThumbnail(*in));
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uint32 saveDate = in->readUint32BE();
uint16 saveTime = in->readUint16BE();
uint32 playTime = in->readUint32BE();
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int day = (saveDate >> 24) & 0xFF;
int month = (saveDate >> 16) & 0xFF;
int year = saveDate & 0xFFFF;
header._descr.setSaveDate(year, month, day);
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int hour = (saveTime >> 8) & 0xFF;
int minutes = saveTime & 0xFF;
header._descr.setSaveTime(hour, minutes);
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header._descr.setPlayTime(playTime * 1000);
g_engine->setTotalPlayTime(playTime * 1000);
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return true;
}
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/**
* Writes the game out to disk.
*/
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bool saveGame(uint16 Direction, uint16 Quarters, int slot, Common::String desc) {
uint16 i, j;
Common::String fileName = g_lab->generateSaveFileName(slot);
Common::SaveFileManager *saveFileManager = g_system->getSavefileManager();
Common::OutSaveFile *file = saveFileManager->openForSaving(fileName);
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if (!file)
return false;
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// Load scene pic
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CloseDataPtr cPtr = nullptr;
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g_lab->_graphics->readPict(g_lab->getPictName(&cPtr), true);
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writeSaveGameHeader(file, desc);
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file->writeUint16LE(g_lab->_roomNum);
file->writeUint16LE(Direction);
file->writeUint16LE(Quarters);
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// Conditions
for (i = 0; i < g_lab->_conditions->_lastElement / (8 * 2); i++)
file->writeUint16LE(g_lab->_conditions->_array[i]);
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// Rooms found
for (i = 0; i < g_lab->_roomsFound->_lastElement / (8 * 2); i++)
file->writeUint16LE(g_lab->_roomsFound->_array[i]);
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// Combination lock and tile stuff
for (i = 0; i < 6; i++)
file->writeByte(g_lab->_combination[i]);
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// Tiles
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
file->writeUint16LE(g_lab->_curTile[i][j]);
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// Breadcrumbs
for (i = 0; i < sizeof(g_lab->_breadCrumbs); i++) {
file->writeUint16LE(g_lab->_breadCrumbs[i]._roomNum);
file->writeUint16LE(g_lab->_breadCrumbs[i]._direction);
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}
file->flush();
file->finalize();
delete file;
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return true;
}
/**
* Reads the game from disk.
*/
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bool loadGame(uint16 *Direction, uint16 *Quarters, int slot) {
uint16 i, j;
Common::String fileName = g_lab->generateSaveFileName(slot);
Common::SaveFileManager *saveFileManager = g_system->getSavefileManager();
Common::InSaveFile *file = saveFileManager->openForLoading(fileName);
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if (!file)
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return false;
SaveGameHeader header;
readSaveGameHeader(file, header);
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g_lab->_roomNum = file->readUint16LE();
*Direction = file->readUint16LE();
*Quarters = file->readUint16LE();
// Conditions
for (i = 0; i < g_lab->_conditions->_lastElement / (8 * 2); i++)
g_lab->_conditions->_array[i] = file->readUint16LE();
// Rooms found
for (i = 0; i < g_lab->_roomsFound->_lastElement / (8 * 2); i++)
g_lab->_roomsFound->_array[i] = file->readUint16LE();
// Combination lock and tile stuff
for (i = 0; i < 6; i++)
g_lab->_combination[i] = file->readByte();
// Tiles
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
g_lab->_curTile[i][j] = file->readUint16LE();
// Breadcrumbs
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for (i = 0; i < 128; i++) {
g_lab->_breadCrumbs[i]._roomNum = file->readUint16LE();
g_lab->_breadCrumbs[i]._direction = file->readUint16LE();
}
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g_lab->_droppingCrumbs = (g_lab->_breadCrumbs[0]._roomNum != 0);
g_lab->_followingCrumbs = false;
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for (i = 0; i < 128; i++) {
if (g_lab->_breadCrumbs[i]._roomNum == 0)
break;
g_lab->_numCrumbs = i;
}
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delete file;
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return true;
}
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} // End of namespace Lab