scummvm/engines/hdb/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.
*
* 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 "hdb/hdb.h"
namespace HDB {
Common::Error HDBGame::saveGameState(int slot, const Common::String &desc) {
// If no map is loaded, don't try to save
if (!g_hdb->_map->isLoaded())
return Common::kCreatingFileFailed;
Common::OutSaveFile *out;
Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
if (!(out = _saveFileMan->openForSaving(saveFileName)))
error("Unable to open save file");
Graphics::saveThumbnail(*out);
// Actual Save Data
saveGame(out);
_lua->save(out, _targetName.c_str(), slot);
out->finalize();
if (out->err())
warning("Can't write file '%s'. (Disk full?)", saveFileName.c_str());
delete out;
return Common::kNoError;
}
Common::Error HDBGame::loadGameState(int slot) {
Common::InSaveFile *in;
Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
if (!(in = _saveFileMan->openForLoading(saveFileName))) {
warning("missing savegame file %s", saveFileName.c_str());
if (g_hdb->_map->isLoaded())
g_hdb->setGameState(GAME_PLAY);
return Common::kReadingFailed;
}
_window->closeAll();
Graphics::skipThumbnail(*in);
// Actual Save Data
loadGame(in);
_lua->loadLua(_currentLuaName); // load the Lua code FIRST! (if no file, it's ok)
saveFileName = Common::String::format("%s.l.%03d", _targetName.c_str(), slot);
_lua->loadSaveFile(in, saveFileName.c_str());
delete in;
// center the player on the screen
int x, y;
_ai->getPlayerXY(&x, &y);
_map->centerMapXY(x + 16, y + 16);
if (!_ai->cinematicsActive())
_gfx->turnOffFade();
return Common::kNoError;
}
void HDBGame::saveGame(Common::OutSaveFile *out) {
debug(1, "HDBGame::saveGame: start at %u", out->pos());
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// Save Map Name and Time
out->writeUint32LE(_timeSeconds + (_timePlayed / 1000));
out->write(_inMapName, 32);
debug(1, "HDBGame::saveGame: map at %u", out->pos());
// Save Map Object Data
_map->save(out);
// Save Window Object Data
debug(1, "HDBGame::saveGame: window at %u", out->pos());
_window->save(out);
// Save Gfx Object Data
debug(1, "HDBGame::saveGame: gfx at %u", out->pos());
_gfx->save(out);
// Save Sound Object Data
debug(1, "HDBGame::saveGame: sound at %u", out->pos());
_sound->save(out);
// Save Game Object Data
debug(1, "HDBGame::saveGame: game object at %u", out->pos());
save(out);
// Save AI Object Data
debug(1, "HDBGame::saveGame: ai at %u", out->pos());
_ai->save(out);
debug(1, "HDBGame::saveGame: end at %u", out->pos());
}
void HDBGame::loadGame(Common::InSaveFile *in) {
debug(1, "HDBGame::loadGame: start at %u", in->pos());
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// Load Map Name and Time
_timeSeconds = in->readUint32LE();;
_timePlayed = 0;
in->read(_inMapName, 32);
g_hdb->_sound->stopMusic();
// Load Map Object Data
debug(1, "HDBGame::loadGame: map at %u", in->pos());
_map->loadSaveFile(in);
// Load Window Object Data
debug(1, "HDBGame::loadGame: window at %u", in->pos());
_window->loadSaveFile(in);
// Load Gfx Object Data
debug(1, "HDBGame::loadGame: gfx at %u", in->pos());
_gfx->loadSaveFile(in);
// Load Sound Object Data
debug(1, "HDBGame::loadGame: sound at %u", in->pos());
_sound->loadSaveFile(in);
// Load Game Object Data
debug(1, "HDBGame::loadGame: game object at %u", in->pos());
loadSaveFile(in);
// Load AI Object Data
debug(1, "HDBGame::loadGame: ai at %u", in->pos());
_ai->loadSaveFile(in);
debug(1, "HDBGame::loadGame: end at %u", in->pos());
_gfx->turnOffFade();
}
} // End of Namespace