DRASCULA: Add advanced savegame functionality

This cleans up the save/load code and resolves multiple issues with the
original save/load screen.
Save game timestamps and thumbnails are now implemented, together with
the ability to load a game from the launcher.
F7 is now mapped to the ScummVM load dialog, and F10 to the save dialog
(if the user has selected to use the ScummVM save screen).
This commit is contained in:
Filippos Karapetis 2013-01-04 13:02:17 +02:00
parent 532dd09b21
commit 4adfdb17e3
6 changed files with 538 additions and 340 deletions

View file

@ -21,235 +21,203 @@
*/
#include "common/textconsole.h"
#include "common/translation.h"
#include "engines/savestate.h"
#include "graphics/thumbnail.h"
#include "gui/message.h"
#include "gui/saveload.h"
#include "drascula/drascula.h"
namespace Drascula {
#define MAGIC_HEADER 0xD6A55A57 // (D)rascula (GA)me (S)cummVM (SA)ve (ST)ate
#define SAVEGAME_VERSION 1
void DrasculaEngine::checkForOldSaveGames() {
Common::String indexFileName = Common::String::format("%s.epa", _targetName.c_str());
Common::InSaveFile *indexFile = _saveFileMan->openForLoading(indexFileName);
// Check for the existence of an old index file
if (!indexFile) {
delete indexFile;
return;
}
GUI::MessageDialog dialog0(
_("ScummVM found that you have old savefiles for Broken Sword 1 that should be converted.\n"
"The old save game format is no longer supported, so you will not be able to load your games if you don't convert them.\n\n"
"Press OK to convert them now, otherwise you will be asked again the next time you start the game.\n"), _("OK"), _("Cancel"));
int choice = dialog0.runModal();
if (choice == GUI::kMessageCancel)
return;
// Convert every save slot we find in the index file to the new format
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
Common::String pattern = Common::String::format("%s??", _targetName.c_str());
// Get list of savefiles for target game
Common::StringArray filenames = saveFileMan->listSavefiles(pattern);
Common::Array<int> slots;
for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
// Obtain the last 2 digits of the filename, since they correspond to the save slot
int slotNum = atoi(file->c_str() + file->size() - 2);
// Ensure save slot is within valid range
if (slotNum >= 1 && slotNum <= 10) {
slots.push_back(slotNum);
}
}
// Sort save slot ids
Common::sort<int>(slots.begin(), slots.end());
// Get savegame names from index
Common::String saveDesc;
int line = 1;
for (uint i = 0; i < slots.size(); i++) {
// Ignore lines corresponding to unused saveslots
for (; line < slots[i]; line++)
indexFile->readLine();
// Copy the name in the line corresponding to the save slot
saveDesc = indexFile->readLine();
// Handle cases where the save directory and save index are detectably out of sync
if (saveDesc == "*")
saveDesc = "No name specified.";
// Increment line number to keep it in sync with slot number
line++;
// Convert savegame
convertSaveGame(slots[i], saveDesc);
}
delete indexFile;
// Remove index file
_saveFileMan->removeSavefile(indexFileName);
}
SaveStateDescriptor loadMetaData(Common::ReadStream *s, int slot) {
uint32 sig = s->readUint32BE();
byte version = s->readByte();
SaveStateDescriptor desc(-1, ""); // init to an invalid save slot
if (sig != MAGIC_HEADER || version > SAVEGAME_VERSION)
return desc;
// Save is valid, set its slot number
desc.setSaveSlot(slot);
Common::String name;
byte size = s->readByte();
for (int i = 0; i < size; ++i)
name += s->readByte();
desc.setDescription(name);
uint32 saveDate = s->readUint32LE();
int day = (saveDate >> 24) & 0xFF;
int month = (saveDate >> 16) & 0xFF;
int year = saveDate & 0xFFFF;
desc.setSaveDate(year, month, day);
uint16 saveTime = s->readUint16LE();
int hour = (saveTime >> 8) & 0xFF;
int minutes = saveTime & 0xFF;
desc.setSaveTime(hour, minutes);
uint32 playTime = s->readUint32LE();
desc.setPlayTime(playTime * 1000);
return desc;
}
void saveMetaData(Common::WriteStream *s, Common::String &desc) {
TimeDate curTime;
g_system->getTimeAndDate(curTime);
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;
s->writeUint32BE(MAGIC_HEADER);
s->writeByte(SAVEGAME_VERSION);
s->writeByte(desc.size());
s->writeString(desc);
s->writeUint32LE(saveDate);
s->writeUint16LE(saveTime);
s->writeUint32LE(playTime);
}
void DrasculaEngine::convertSaveGame(int slot, Common::String &desc) {
Common::String oldFileName = Common::String::format("%s%02d", _targetName.c_str(), slot);
Common::String newFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
Common::InSaveFile *oldFile = _saveFileMan->openForLoading(oldFileName);
if (!oldFile)
error("Can't open %s", oldFileName.c_str());
Common::OutSaveFile *newFile = _saveFileMan->openForSaving(newFileName);
if (!newFile)
error("Can't open %s", newFileName.c_str());
// Read data from old file
int32 dataSize = oldFile->size();
byte *buffer = new byte[dataSize];
oldFile->read(buffer, dataSize);
// First, write the appropriate meta data in the new file
saveMetaData(newFile, desc);
Graphics::saveThumbnail(*newFile); // basically, at this point this will capture a black screen
// And then attach the actual save data
newFile->write(buffer, dataSize);
newFile->finalize();
if (newFile->err())
warning("Can't write file '%s'. (Disk full?)", newFileName.c_str());
delete[] buffer;
delete newFile;
delete oldFile;
// Remove old save file
_saveFileMan->removeSavefile(oldFileName);
}
/**
* Loads the save names from the EPA index file.
*
* TODO: We should move the save names in their respective save files and get
* rid of this completely. A good example is the sword1 engine, which also used
* to have an index file for its saves, that has been removed.
* sword1 contains code that converts the old index-based saves into the new
* format without the index file, so we could apply this idea to drascula as
* well.
* Loads the first 10 save names, to be used in Drascula's save/load screen
*/
void DrasculaEngine::loadSaveNames() {
Common::InSaveFile *sav;
Common::String fileEpa = Common::String::format("%s.epa", _targetName.c_str());
Common::String saveFileName;
Common::InSaveFile *in;
// Create and initialize the index file, if it doesn't exist
if (!(sav = _saveFileMan->openForLoading(fileEpa))) {
Common::OutSaveFile *epa;
if (!(epa = _saveFileMan->openForSaving(fileEpa)))
error("Can't open %s file", fileEpa.c_str());
for (int n = 0; n < NUM_SAVES; n++)
epa->writeString("*\n");
epa->finalize();
delete epa;
if (!(sav = _saveFileMan->openForLoading(fileEpa))) {
error("Can't open %s file", fileEpa.c_str());
}
}
// Load the index file
for (int n = 0; n < NUM_SAVES; n++) {
strncpy(_saveNames[n], sav->readLine().c_str(), 23);
_saveNames[n][22] = '\0'; // make sure the savegame name is 0-terminated
}
delete sav;
}
/**
* Saves the save names into the EPA index file.
*
* TODO: We should move the save names in their respective save files and get
* rid of this completely. A good example is the sword1 engine, which also used
* to have an index file for its saves, that has been removed.
* sword1 contains code that converts the old index-based saves into the new
* format without the index file, so we could apply this idea to drascula as
* well.
*/
void DrasculaEngine::saveSaveNames() {
Common::OutSaveFile *tsav;
Common::String fileEpa = Common::String::format("%s.epa", _targetName.c_str());
if (!(tsav = _saveFileMan->openForSaving(fileEpa))) {
error("Can't open %s file", fileEpa.c_str());
}
for (int n = 0; n < NUM_SAVES; n++) {
tsav->writeString(_saveNames[n]);
tsav->writeString("\n");
}
tsav->finalize();
delete tsav;
}
bool DrasculaEngine::saveLoadScreen() {
Common::String file;
int n, n2, num_sav = 0, y = 27;
clearRoom();
loadSaveNames();
loadPic("savescr.alg", bgSurface, HALF_PAL);
color_abc(kColorLightGreen);
select[0] = 0;
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
setCursor(kCursorCrosshair);
while (!shouldQuit()) {
y = 27;
copyBackground();
for (n = 0; n < NUM_SAVES; n++) {
print_abc(_saveNames[n], 116, y);
y = y + 9;
saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), n + 1);
if ((in = _saveFileMan->openForLoading(saveFileName))) {
SaveStateDescriptor desc = loadMetaData(in, n + 1);
_saveNames[n] = desc.getDescription();
delete in;
}
print_abc(select, 117, 15);
updateScreen();
y = 27;
updateEvents();
if (leftMouseButton == 1) {
delay(50);
for (n = 0; n < NUM_SAVES; n++) {
if (mouseX > 115 && mouseY > y + (9 * n) && mouseX < 115 + 175 && mouseY < y + 10 + (9 * n)) {
strcpy(select, _saveNames[n]);
if (strcmp(select, "*") != 0)
selectionMade = 1;
else {
enterName();
strcpy(_saveNames[n], select);
if (selectionMade == 1) {
file = Common::String::format("%s%02d", _targetName.c_str(), n + 1);
saveGame(file.c_str());
saveSaveNames();
}
}
print_abc(select, 117, 15);
y = 27;
for (n2 = 0; n2 < NUM_SAVES; n2++) {
print_abc(_saveNames[n2], 116, y);
y = y + 9;
}
if (selectionMade == 1) {
file = Common::String::format("%s%02d", _targetName.c_str(), n + 1);
}
num_sav = n;
}
}
if (mouseX > 117 && mouseY > 15 && mouseX < 295 && mouseY < 24 && selectionMade == 1) {
enterName();
strcpy(_saveNames[num_sav], select);
print_abc(select, 117, 15);
y = 27;
for (n2 = 0; n2 < NUM_SAVES; n2++) {
print_abc(_saveNames[n2], 116, y);
y = y + 9;
}
if (selectionMade == 1) {
file = Common::String::format("%s%02d", _targetName.c_str(), n + 1);
saveGame(file.c_str());
saveSaveNames();
}
}
if (mouseX > 125 && mouseY > 123 && mouseX < 199 && mouseY < 149 && selectionMade == 1) {
if (!loadGame(file.c_str())) {
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
return false;
}
break;
} else if (mouseX > 208 && mouseY > 123 && mouseX < 282 && mouseY < 149 && selectionMade == 1) {
saveGame(file.c_str());
saveSaveNames();
} else if (mouseX > 168 && mouseY > 154 && mouseX < 242 && mouseY < 180)
break;
else if (selectionMade == 0) {
print_abc("Please select a slot", 117, 15);
}
updateScreen();
delay(200);
}
y = 26;
delay(5);
}
selectVerb(kVerbNone);
clearRoom();
loadPic(roomNumber, bgSurface, HALF_PAL);
selectionMade = 0;
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
return true;
}
bool DrasculaEngine::loadGame(const char *gameName) {
int l, savedChapter, roomNum = 0;
Common::InSaveFile *sav;
previousMusic = roomMusic;
_menuScreen = false;
if (currentChapter != 1)
clearRoom();
if (!(sav = _saveFileMan->openForLoading(gameName))) {
error("missing savegame file");
}
savedChapter = sav->readSint32LE();
if (savedChapter != currentChapter) {
strcpy(saveName, gameName);
currentChapter = savedChapter - 1;
loadedDifferentChapter = 1;
return false;
}
sav->read(currentData, 20);
curX = sav->readSint32LE();
curY = sav->readSint32LE();
trackProtagonist = sav->readSint32LE();
for (l = 1; l < ARRAYSIZE(inventoryObjects); l++) {
inventoryObjects[l] = sav->readSint32LE();
}
for (l = 0; l < NUM_FLAGS; l++) {
flags[l] = sav->readSint32LE();
}
takeObject = sav->readSint32LE();
pickedObject = sav->readSint32LE();
loadedDifferentChapter = 0;
if (!sscanf(currentData, "%d.ald", &roomNum)) {
error("Bad save format");
}
enterRoom(roomNum);
selectVerb(kVerbNone);
return true;
}
void DrasculaEngine::saveGame(const char *gameName) {
void DrasculaEngine::saveGame(int slot, Common::String &desc) {
Common::OutSaveFile *out;
int l;
if (!(out = _saveFileMan->openForSaving(gameName))) {
Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
if (!(out = _saveFileMan->openForSaving(saveFileName))) {
error("Unable to open the file");
}
saveMetaData(out, desc);
Graphics::saveThumbnail(*out);
// Actual save data follows
out->writeSint32LE(currentChapter);
out->write(currentData, 20);
out->writeSint32LE(curX);
@ -269,9 +237,216 @@ void DrasculaEngine::saveGame(const char *gameName) {
out->finalize();
if (out->err())
warning("Can't write file '%s'. (Disk full?)", gameName);
warning("Can't write file '%s'. (Disk full?)", saveFileName.c_str());
delete out;
}
bool DrasculaEngine::loadGame(int slot) {
int l, savedChapter, roomNum = 0;
Common::InSaveFile *in;
previousMusic = roomMusic;
_menuScreen = false;
if (currentChapter != 1)
clearRoom();
Common::String saveFileName = Common::String::format("%s.%03d", _targetName.c_str(), slot);
if (!(in = _saveFileMan->openForLoading(saveFileName))) {
error("missing savegame file %s", saveFileName.c_str());
}
loadMetaData(in, slot);
int t = in->pos();
Graphics::skipThumbnail(*in);
t = in->pos();
savedChapter = in->readSint32LE();
if (savedChapter != currentChapter) {
_currentSaveSlot = slot;
currentChapter = savedChapter - 1;
loadedDifferentChapter = 1;
delete in;
return false;
}
in->read(currentData, 20);
curX = in->readSint32LE();
curY = in->readSint32LE();
trackProtagonist = in->readSint32LE();
for (l = 1; l < ARRAYSIZE(inventoryObjects); l++) {
inventoryObjects[l] = in->readSint32LE();
}
for (l = 0; l < NUM_FLAGS; l++) {
flags[l] = in->readSint32LE();
}
takeObject = in->readSint32LE();
pickedObject = in->readSint32LE();
loadedDifferentChapter = 0;
if (!sscanf(currentData, "%d.ald", &roomNum)) {
error("Bad save format");
}
enterRoom(roomNum);
selectVerb(kVerbNone);
return true;
}
Common::String DrasculaEngine::enterName(Common::String &selectedName) {
Common::KeyCode key;
Common::String inputLine = selectedName;
flushKeyBuffer();
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, true);
while (!shouldQuit()) {
copyBackground(115, 14, 115, 14, 176, 9, bgSurface, screenSurface);
print_abc((inputLine + "-").c_str(), 117, 15);
updateScreen();
key = getScan();
if (key != 0) {
if (key >= 0 && key <= 0xFF && isAlpha(key)) {
inputLine += tolower(key);
} else if ((key >= Common::KEYCODE_0 && key <= Common::KEYCODE_9) || key == Common::KEYCODE_SPACE) {
inputLine += key;
} else if (key == Common::KEYCODE_ESCAPE) {
inputLine.clear();
break;
} else if (key == Common::KEYCODE_RETURN) {
break;
} else if (key == Common::KEYCODE_BACKSPACE) {
inputLine.deleteLastChar();
}
}
}
_system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false);
return inputLine;
}
bool DrasculaEngine::scummVMSaveLoadDialog(bool isSave) {
GUI::SaveLoadChooser *dialog;
Common::String desc;
int slot;
if (isSave) {
dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
slot = dialog->runModalWithCurrentTarget();
desc = dialog->getResultString();
if (desc.empty()) {
// create our own description for the saved game, the user didnt enter it
desc = dialog->createDefaultSaveDescription(slot);
}
if (desc.size() > 28)
desc = Common::String(desc.c_str(), 28);
} else {
dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
slot = dialog->runModalWithCurrentTarget();
}
delete dialog;
if (slot < 0)
return true;
if (isSave) {
saveGame(slot, desc);
return true;
} else {
return loadGame(slot);
}
}
bool DrasculaEngine::saveLoadScreen() {
int n, selectedSlot = 0;
Common::String selectedName;
clearRoom();
loadPic("savescr.alg", bgSurface, HALF_PAL);
color_abc(kColorLightGreen);
setCursor(kCursorCrosshair);
loadSaveNames();
while (!shouldQuit()) {
copyBackground();
for (n = 0; n < NUM_SAVES; n++) {
print_abc(_saveNames[n].c_str(), 116, 27 + 9 * n);
}
print_abc(selectedName.c_str(), 117, 15);
updateScreen();
updateEvents();
if (leftMouseButton == 1) {
// Check if the user has clicked on a save slot
for (n = 0; n < NUM_SAVES; n++) {
if (mouseX > 115 && mouseY > 27 + (9 * n) && mouseX < 115 + 175 && mouseY < 27 + 10 + (9 * n)) {
selectedSlot = n;
selectedName = _saveNames[selectedSlot];
if (selectedName.empty()) {
selectedName = enterName(selectedName);
if (!selectedName.empty())
_saveNames[selectedSlot] = selectedName; // update save name
}
break;
}
}
// Check if the user has clicked in the text area above the save slots
if (mouseX > 117 && mouseY > 15 && mouseX < 295 && mouseY < 24 && !selectedName.empty()) {
selectedName = enterName(selectedName);
if (!selectedName.empty())
_saveNames[selectedSlot] = selectedName; // update save name
}
// Check if the user has clicked a button
if (mouseX > 208 && mouseY > 123 && mouseX < 282 && mouseY < 149) {
// "Save" button
if (selectedName.empty()) {
print_abc("Please select a slot", 117, 15);
updateScreen();
delay(200);
} else {
selectVerb(kVerbNone);
clearRoom();
loadPic(roomNumber, bgSurface, HALF_PAL);
updateRoom();
updateScreen();
saveGame(selectedSlot + 1, _saveNames[selectedSlot]);
return true;
}
} else if (mouseX > 125 && mouseY > 123 && mouseX < 199 && mouseY < 149) {
// "Load" button
if (selectedName.empty()) {
print_abc("Please select a slot", 117, 15);
updateScreen();
delay(200);
} else {
return loadGame(selectedSlot + 1);
}
} else if (mouseX > 168 && mouseY > 154 && mouseX < 242 && mouseY < 180) {
// "Play" button
break;
}
} // if (leftMouseButton == 1)
leftMouseButton = 0;
delay(10);
}
selectVerb(kVerbNone);
clearRoom();
loadPic(roomNumber, bgSurface, HALF_PAL);
return true;
}
} // End of namespace Drascula