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.
426 lines
11 KiB
C++
426 lines
11 KiB
C++
/* 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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*
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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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*
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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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#include "prince/prince.h"
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#include "prince/graphics.h"
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#include "prince/flags.h"
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#include "prince/script.h"
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#include "prince/hero.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "common/config-manager.h"
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#include "common/memstream.h"
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#include "graphics/thumbnail.h"
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#include "graphics/surface.h"
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#include "graphics/palette.h"
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#include "graphics/scaler.h"
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namespace Prince {
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#define kBadSVG 99
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#define kSavegameVersion 1
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class InterpreterFlags;
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class Interpreter;
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WARN_UNUSED_RESULT bool PrinceEngine::readSavegameHeader(Common::InSaveFile *in, SavegameHeader &header, bool skipThumbnail) {
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// Get the savegame version
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header.version = in->readByte();
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if (header.version > kSavegameVersion)
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return false;
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// Read in the string
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header.saveName.clear();
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char ch;
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while ((ch = (char)in->readByte()) != '\0')
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header.saveName += ch;
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// Get the thumbnail
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if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) {
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return false;
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}
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// Read in save date/time
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header.saveYear = in->readSint16LE();
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header.saveMonth = in->readSint16LE();
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header.saveDay = in->readSint16LE();
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header.saveHour = in->readSint16LE();
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header.saveMinutes = in->readSint16LE();
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return true;
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}
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bool PrinceEngine::canSaveGameStateCurrently() {
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if (_mouseFlag && _mouseFlag != 3) {
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if (_mainHero->_visible) {
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// 29 - Basement
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if (_locationNr != 29) {
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// No dialog box and not in inventory
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if (!_dialogFlag && !_showInventoryFlag) {
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return true;
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}
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}
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}
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}
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return false;
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}
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bool PrinceEngine::canLoadGameStateCurrently() {
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if (_mouseFlag && _mouseFlag != 3) {
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if (_mainHero->_visible) {
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// 29 - Basement
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if (_locationNr != 29) {
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// No dialog box and not in inventory
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if (!_dialogFlag && !_showInventoryFlag) {
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return true;
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}
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}
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}
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}
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return false;
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}
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Common::Error PrinceEngine::saveGameState(int slot, const Common::String &desc) {
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// Set up the serializer
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Common::String slotName = generateSaveName(slot);
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Common::OutSaveFile *saveFile = g_system->getSavefileManager()->openForSaving(slotName);
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// Write out the ScummVM savegame header
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SavegameHeader header;
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header.saveName = desc;
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header.version = kSavegameVersion;
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writeSavegameHeader(saveFile, header);
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// Write out the data of the savegame
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syncGame(nullptr, saveFile);
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// Finish writing out game data
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saveFile->finalize();
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delete saveFile;
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return Common::kNoError;
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}
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Common::String PrinceEngine::generateSaveName(int slot) {
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return Common::String::format("%s.%03d", _targetName.c_str(), slot);
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}
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void PrinceEngine::writeSavegameHeader(Common::OutSaveFile *out, SavegameHeader &header) {
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// Write out a savegame header
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out->write(kSavegameStr, kSavegameStrSize + 1);
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out->writeByte(kSavegameVersion);
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// Write savegame name
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out->write(header.saveName.c_str(), header.saveName.size() + 1);
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// Get the active palette
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uint8 thumbPalette[256 * 3];
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_system->getPaletteManager()->grabPalette(thumbPalette, 0, 256);
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// Create a thumbnail and save it
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Graphics::Surface *thumb = new Graphics::Surface();
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Graphics::Surface *s = _graph->_frontScreen; // check inventory / map etc..
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::createThumbnail(thumb, (const byte *)s->getPixels(), s->w, s->h, thumbPalette);
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Graphics::saveThumbnail(*out, *thumb);
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thumb->free();
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delete thumb;
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// Write out the save date/time
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TimeDate td;
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g_system->getTimeAndDate(td);
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out->writeSint16LE(td.tm_year + 1900);
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out->writeSint16LE(td.tm_mon + 1);
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out->writeSint16LE(td.tm_mday);
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out->writeSint16LE(td.tm_hour);
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out->writeSint16LE(td.tm_min);
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}
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void PrinceEngine::syncGame(Common::SeekableReadStream *readStream, Common::WriteStream *writeStream) {
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int emptyRoom = 0x00;
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int normRoom = 0xFF;
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byte endInv = 0xFF;
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Common::Serializer s(readStream, writeStream);
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if (s.isSaving()) {
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// Flag values
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for (int i = 0; i < _flags->kMaxFlags; i++) {
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uint32 value = _flags->getFlagValue((Flags::Id)(_flags->kFlagMask + i));
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s.syncAsUint32LE(value);
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}
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// Dialog data
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for (uint32 i = 0; i < _dialogDatSize; i++) {
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byte value = _dialogDat[i];
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s.syncAsByte(value);
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}
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// Location number
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s.syncAsUint16LE(_locationNr);
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// Rooms
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for (int roomId = 0; roomId < _script->kMaxRooms; roomId++) {
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Room *room = new Room();
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room->loadRoom(_script->getRoomOffset(roomId));
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if (room->_mobs) {
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s.syncAsByte(normRoom);
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} else {
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s.syncAsByte(emptyRoom);
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delete room;
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continue;
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}
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// Mobs
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for (int mobId = 0; mobId < kMaxMobs; mobId++) {
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byte value = _script->getMobVisible(room->_mobs, mobId);
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s.syncAsByte(value);
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}
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// Background animations
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for (int backAnimSlot = 0; backAnimSlot < kMaxBackAnims; backAnimSlot++) {
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uint32 value = _script->getBackAnimId(room->_backAnim, backAnimSlot);
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s.syncAsUint32LE(value);
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}
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// Objects
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for (int objectSlot = 0; objectSlot < kMaxObjects; objectSlot++) {
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byte value = _script->getObjId(room->_obj, objectSlot);
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s.syncAsByte(value);
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}
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delete room;
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}
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// Main hero
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s.syncAsUint16LE(_mainHero->_visible);
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s.syncAsUint16LE(_mainHero->_middleX);
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s.syncAsUint16LE(_mainHero->_middleY);
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s.syncAsUint16LE(_mainHero->_lastDirection);
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s.syncAsUint32LE(_mainHero->_color);
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s.syncAsUint16LE(_mainHero->_maxBoredom);
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s.syncAsUint32LE(_mainHero->_animSetNr);
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for (uint inv1Slot = 0; inv1Slot < _mainHero->_inventory.size(); inv1Slot++) {
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s.syncAsByte(_mainHero->_inventory[inv1Slot]);
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}
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s.syncAsByte(endInv);
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for (uint inv2Slot = 0; inv2Slot < _mainHero->_inventory2.size(); inv2Slot++) {
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s.syncAsByte(_mainHero->_inventory2[inv2Slot]);
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}
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s.syncAsByte(endInv);
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// Second hero
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s.syncAsUint16LE(_secondHero->_visible);
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s.syncAsUint16LE(_secondHero->_middleX);
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s.syncAsUint16LE(_secondHero->_middleY);
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s.syncAsUint16LE(_secondHero->_lastDirection);
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s.syncAsUint32LE(_secondHero->_color);
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s.syncAsUint16LE(_secondHero->_maxBoredom);
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s.syncAsUint32LE(_secondHero->_animSetNr);
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for (uint inv1Slot = 0; inv1Slot < _secondHero->_inventory.size(); inv1Slot++) {
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s.syncAsByte(_secondHero->_inventory[inv1Slot]);
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}
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s.syncAsByte(endInv);
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for (uint inv2Slot = 0; inv2Slot < _secondHero->_inventory2.size(); inv2Slot++) {
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s.syncAsByte(_secondHero->_inventory2[inv2Slot]);
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}
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s.syncAsByte(endInv);
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} else {
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// Cursor reset
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changeCursor(1);
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_currentPointerNumber = 1;
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// Flag values
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for (int i = 0; i < _flags->kMaxFlags; i++) {
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uint32 value = 0;
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s.syncAsUint32LE(value);
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_flags->setFlagValue((Flags::Id)(_flags->kFlagMask + i), value);
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}
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// Dialog data
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for (uint32 i = 0; i < _dialogDatSize; i++) {
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byte value = 0;
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s.syncAsByte(value);
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_dialogDat[i] = value;
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}
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// Location number
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int restoreRoom = 0;
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s.syncAsUint16LE(restoreRoom);
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_flags->setFlagValue(Flags::RESTOREROOM, restoreRoom);
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// Rooms
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for (int roomId = 0; roomId < _script->kMaxRooms; roomId++) {
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Room *room = new Room();
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room->loadRoom(_script->getRoomOffset(roomId));
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byte roomType = emptyRoom;
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s.syncAsByte(roomType);
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if (roomType == emptyRoom) {
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delete room;
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continue;
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}
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// Mobs
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for (int mobId = 0; mobId < kMaxMobs; mobId++) {
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byte value = 0;
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s.syncAsByte(value);
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_script->setMobVisible(room->_mobs, mobId, value);
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}
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// Background animations
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for (int backAnimSlot = 0; backAnimSlot < kMaxBackAnims; backAnimSlot++) {
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uint32 value = 0;
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s.syncAsUint32LE(value);
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_script->setBackAnimId(room->_backAnim, backAnimSlot, value);
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}
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// Objects
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for (int objectSlot = 0; objectSlot < kMaxObjects; objectSlot++) {
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byte value = 0;
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s.syncAsByte(value);
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_script->setObjId(room->_obj, objectSlot, value);
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}
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delete room;
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}
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// Main hero
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s.syncAsUint16LE(_mainHero->_visible);
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s.syncAsUint16LE(_mainHero->_middleX);
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s.syncAsUint16LE(_mainHero->_middleY);
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s.syncAsUint16LE(_mainHero->_lastDirection);
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s.syncAsUint32LE(_mainHero->_color);
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s.syncAsUint16LE(_mainHero->_maxBoredom);
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s.syncAsUint32LE(_mainHero->_animSetNr);
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_mainHero->loadAnimSet(_mainHero->_animSetNr);
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_mainHero->_inventory.clear();
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byte invId = endInv;
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while (1) {
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s.syncAsByte(invId);
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if (invId == endInv) {
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break;
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}
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_mainHero->_inventory.push_back(invId);
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}
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_mainHero->_inventory2.clear();
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invId = endInv;
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while (1) {
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s.syncAsByte(invId);
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if (invId == endInv) {
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break;
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}
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_mainHero->_inventory2.push_back(invId);
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}
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// Second hero
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s.syncAsUint16LE(_secondHero->_visible);
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s.syncAsUint16LE(_secondHero->_middleX);
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s.syncAsUint16LE(_secondHero->_middleY);
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s.syncAsUint16LE(_secondHero->_lastDirection);
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s.syncAsUint32LE(_secondHero->_color);
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s.syncAsUint16LE(_secondHero->_maxBoredom);
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s.syncAsUint32LE(_secondHero->_animSetNr);
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_secondHero->loadAnimSet(_secondHero->_animSetNr);
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_secondHero->_inventory.clear();
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invId = endInv;
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while (1) {
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s.syncAsByte(invId);
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if (invId == endInv) {
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break;
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}
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_secondHero->_inventory.push_back(invId);
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}
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_secondHero->_inventory2.clear();
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invId = endInv;
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while (1) {
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s.syncAsByte(invId);
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if (invId == endInv) {
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break;
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}
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_secondHero->_inventory2.push_back(invId);
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}
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// Script
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_interpreter->setBgOpcodePC(0);
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_interpreter->setFgOpcodePC(_script->_scriptInfo.restoreGame);
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}
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}
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Common::Error PrinceEngine::loadGameState(int slot) {
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if (!loadGame(slot)) {
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return Common::kReadingFailed;
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}
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return Common::kNoError;
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}
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bool PrinceEngine::loadGame(int slotNumber) {
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Common::MemoryReadStream *readStream;
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// Open up the savegame file
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Common::String slotName = generateSaveName(slotNumber);
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Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(slotName);
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// Read the data into a data buffer
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int size = saveFile->size();
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byte *dataBuffer = (byte *)malloc(size);
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saveFile->read(dataBuffer, size);
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readStream = new Common::MemoryReadStream(dataBuffer, size, DisposeAfterUse::YES);
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delete saveFile;
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// Check to see if it's a ScummVM savegame or not
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char buffer[kSavegameStrSize + 1];
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readStream->read(buffer, kSavegameStrSize + 1);
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if (strncmp(buffer, kSavegameStr, kSavegameStrSize + 1) != 0) {
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delete readStream;
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return false;
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} else {
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SavegameHeader saveHeader;
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if (!readSavegameHeader(readStream, saveHeader)) {
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delete readStream;
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return false;
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}
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}
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// Get in the savegame
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syncGame(readStream, nullptr);
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delete readStream;
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return true;
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}
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} // End of namespace Prince
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