BBVS: Initial commit
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engines/bbvs/saveload.cpp
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287
engines/bbvs/saveload.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* 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,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*
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*/
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#include "bbvs/bbvs.h"
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#include "bbvs/gamemodule.h"
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#include "common/savefile.h"
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#include "graphics/thumbnail.h"
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namespace Bbvs {
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BbvsEngine::kReadSaveHeaderError BbvsEngine::readSaveHeader(Common::SeekableReadStream *in, bool loadThumbnail, SaveHeader &header) {
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header.version = in->readUint32LE();
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if (header.version > BBVS_SAVEGAME_VERSION)
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return kRSHEInvalidVersion;
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byte descriptionLen = in->readByte();
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header.description = "";
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while (descriptionLen--)
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header.description += (char)in->readByte();
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if (loadThumbnail) {
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header.thumbnail = Graphics::loadThumbnail(*in);
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} else {
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Graphics::skipThumbnail(*in);
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}
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// Not used yet, reserved for future usage
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header.gameID = in->readByte();
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header.flags = in->readUint32LE();
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header.saveDate = in->readUint32LE();
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header.saveTime = in->readUint32LE();
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header.playTime = in->readUint32LE();
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return ((in->eos() || in->err()) ? kRSHEIoError : kRSHENoError);
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}
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void BbvsEngine::savegame(const char *filename, const char *description) {
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Common::OutSaveFile *out;
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if (!(out = g_system->getSavefileManager()->openForSaving(filename))) {
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warning("Can't create file '%s', game not saved", filename);
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return;
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}
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TimeDate curTime;
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g_system->getTimeAndDate(curTime);
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// Header start
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out->writeUint32LE(BBVS_SAVEGAME_VERSION);
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byte descriptionLen = strlen(description);
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out->writeByte(descriptionLen);
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out->write(description, descriptionLen);
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Graphics::saveThumbnail(*out);
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// Not used yet, reserved for future usage
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out->writeByte(0);
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out->writeUint32LE(0);
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uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
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uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
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uint32 playTime = g_engine->getTotalPlayTime() / 1000;
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out->writeUint32LE(saveDate);
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out->writeUint32LE(saveTime);
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out->writeUint32LE(playTime);
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// Header end
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out->write(_snapshot, _snapshotStream->pos());
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out->finalize();
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delete out;
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}
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void BbvsEngine::loadgame(const char *filename) {
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Common::InSaveFile *in;
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if (!(in = g_system->getSavefileManager()->openForLoading(filename))) {
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warning("Can't open file '%s', game not loaded", filename);
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return;
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}
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SaveHeader header;
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kReadSaveHeaderError errorCode = readSaveHeader(in, false, header);
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if (errorCode != kRSHENoError) {
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warning("Error loading savegame '%s'", filename);
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delete in;
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return;
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}
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g_engine->setTotalPlayTime(header.playTime * 1000);
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memset(_sceneObjects, 0, sizeof(_sceneObjects));
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for (int i = 0; i < kSceneObjectsCount; ++i) {
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_sceneObjects[i].walkDestPt.x = -1;
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_sceneObjects[i].walkDestPt.y = -1;
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}
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_currSceneNum = 0;
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_newSceneNum = in->readUint32LE();
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initScene(false);
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_prevSceneNum = in->readUint32LE();
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_gameState = in->readUint32LE();
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_mouseCursorSpriteIndex = in->readUint32LE();
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_mousePos.x = in->readUint16LE();
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_mousePos.y = in->readUint16LE();
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_currVerbNum = in->readUint32LE();
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_activeItemType = in->readUint32LE();
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_activeItemIndex = in->readUint32LE();
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_verbPos.x = in->readUint16LE();
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_verbPos.y = in->readUint16LE();
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_inventoryButtonIndex = in->readUint32LE();
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_currInventoryItem = in->readUint32LE();
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_currTalkObjectIndex = in->readUint32LE();
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_currCameraNum = in->readUint32LE();
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_cameraPos.x = in->readUint16LE();
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_cameraPos.y = in->readUint16LE();
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_newCameraPos.x = in->readUint16LE();
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_newCameraPos.y = in->readUint16LE();
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_dialogSlotCount = in->readUint32LE();
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_walkMousePos.x = in->readUint16LE();
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_walkMousePos.y = in->readUint16LE();
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in->read(_backgroundSoundsActive, kSceneSoundsCount);
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in->read(_inventoryItemStatus, kInventoryItemStatusCount);
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in->read(_dialogItemStatus, kDialogItemStatusCount);
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in->read(_gameVars, kGameVarsCount);
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in->read(_sceneVisited, kSceneVisitedCount);
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for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
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SceneObject *obj = &_sceneObjects[i];
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obj->x = in->readUint32LE();
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obj->y = in->readUint32LE();
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obj->animIndex = in->readUint32LE();
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obj->frameIndex = in->readUint32LE();
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obj->frameTicks = in->readUint32LE();
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obj->walkCount = in->readUint32LE();
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obj->xIncr = in->readUint32LE();
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obj->yIncr = in->readUint32LE();
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obj->turnValue = in->readUint32LE();
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obj->turnCount = in->readUint32LE();
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obj->turnTicks = in->readUint32LE();
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obj->walkDestPt.x = in->readUint16LE();
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obj->walkDestPt.y = in->readUint16LE();
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obj->anim = obj->animIndex > 0 ? _gameModule->getAnimation(obj->animIndex) : 0;
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#if 0
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debug("obj(%d) [%s]:", i, obj->sceneObjectDef->name);
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debug("\tx: %d; y: %d; animIndex: %d", obj->x, obj->y, obj->animIndex);
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debug("\tframeIndex: %d; frameTicks: %d", obj->frameIndex, obj->frameTicks);
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debug("\twalkCount: %d; xIncr: %d; yIncr: %d", obj->walkCount, obj->xIncr, obj->yIncr);
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debug("\tturnValue: %d; turnValue: %d; turnTicks: %d", obj->turnValue, obj->turnCount, obj->turnTicks);
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debug("\twalkDestPt.x: %d; walkDestPt.y: %d", obj->walkDestPt.x, obj->walkDestPt.y);
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#endif
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}
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updateWalkableRects();
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// Restart scene background sounds
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for (int i = 0; i < _gameModule->getSceneSoundsCount(); ++i) {
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if (_backgroundSoundsActive[i]) {
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SceneSound *sceneSound = _gameModule->getSceneSound(i);
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playSound(sceneSound->soundNum, true);
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}
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}
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_currAction = 0;
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_currActionCommandIndex = -1;
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delete in;
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}
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Common::Error BbvsEngine::loadGameState(int slot) {
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const char *fileName = getSavegameFilename(slot);
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loadgame(fileName);
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return Common::kNoError;
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}
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Common::Error BbvsEngine::saveGameState(int slot, const Common::String &description) {
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const char *fileName = getSavegameFilename(slot);
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savegame(fileName, description.c_str());
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return Common::kNoError;
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}
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const char *BbvsEngine::getSavegameFilename(int num) {
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static Common::String filename;
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filename = getSavegameFilename(_targetName, num);
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return filename.c_str();
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}
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Common::String BbvsEngine::getSavegameFilename(const Common::String &target, int num) {
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assert(num >= 0 && num <= 999);
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return Common::String::format("%s.%03d", target.c_str(), num);
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}
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bool BbvsEngine::existsSavegame(int num) {
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return _system->getSavefileManager()->listSavefiles(getSavegameFilename(_targetName, num)).size() != 0;
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}
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void BbvsEngine::allocSnapshot() {
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_snapshotSize = 23072;
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_snapshot = new byte[_snapshotSize];
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_snapshotStream = new Common::SeekableMemoryWriteStream(_snapshot, _snapshotSize);
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}
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void BbvsEngine::freeSnapshot() {
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delete _snapshotStream;
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delete[] _snapshot;
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}
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void BbvsEngine::saveSnapshot() {
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_hasSnapshot = true;
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_snapshotStream->seek(0);
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_snapshotStream->writeUint32LE(_currSceneNum);
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_snapshotStream->writeUint32LE(_prevSceneNum);
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_snapshotStream->writeUint32LE(_gameState);
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_snapshotStream->writeUint32LE(_mouseCursorSpriteIndex);
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_snapshotStream->writeUint16LE(_mousePos.x);
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_snapshotStream->writeUint16LE(_mousePos.y);
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_snapshotStream->writeUint32LE(_currVerbNum);
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_snapshotStream->writeUint32LE(_activeItemType);
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_snapshotStream->writeUint32LE(_activeItemIndex);
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_snapshotStream->writeUint16LE(_verbPos.x);
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_snapshotStream->writeUint16LE(_verbPos.y);
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_snapshotStream->writeUint32LE(_inventoryButtonIndex);
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_snapshotStream->writeUint32LE(_currInventoryItem);
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_snapshotStream->writeUint32LE(_currTalkObjectIndex);
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_snapshotStream->writeUint32LE(_currCameraNum);
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_snapshotStream->writeUint16LE(_cameraPos.x);
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_snapshotStream->writeUint16LE(_cameraPos.y);
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_snapshotStream->writeUint16LE(_newCameraPos.x);
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_snapshotStream->writeUint16LE(_newCameraPos.y);
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_snapshotStream->writeUint32LE(_dialogSlotCount);
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_snapshotStream->writeUint16LE(_walkMousePos.x);
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_snapshotStream->writeUint16LE(_walkMousePos.y);
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_snapshotStream->write(_backgroundSoundsActive, kSceneSoundsCount);
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_snapshotStream->write(_inventoryItemStatus, kInventoryItemStatusCount);
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_snapshotStream->write(_dialogItemStatus, kDialogItemStatusCount);
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_snapshotStream->write(_gameVars, kGameVarsCount);
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_snapshotStream->write(_sceneVisited, kSceneVisitedCount);
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for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
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SceneObject *obj = &_sceneObjects[i];
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_snapshotStream->writeUint32LE(obj->x);
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_snapshotStream->writeUint32LE(obj->y);
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_snapshotStream->writeUint32LE(obj->animIndex);
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_snapshotStream->writeUint32LE(obj->frameIndex);
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_snapshotStream->writeUint32LE(obj->frameTicks);
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_snapshotStream->writeUint32LE(obj->walkCount);
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_snapshotStream->writeUint32LE(obj->xIncr);
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_snapshotStream->writeUint32LE(obj->yIncr);
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_snapshotStream->writeUint32LE(obj->turnValue);
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_snapshotStream->writeUint32LE(obj->turnCount);
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_snapshotStream->writeUint32LE(obj->turnTicks);
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_snapshotStream->writeUint16LE(obj->walkDestPt.x);
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_snapshotStream->writeUint16LE(obj->walkDestPt.y);
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}
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}
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void BbvsEngine::writeContinueSavegame() {
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if (_hasSnapshot) {
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saveGameState(0, "Continue");
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}
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}
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} // End of namespace Bbvs
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