scummvm/engines/tucker/saveload.cpp
Adrian Frühwirth 90ce265ab8 TUCKER: Print infobar string if no savegame exists
Before, the ingame load dialog pretended to allow loading savegames from
all possible slots even if no savegames existed.
This introduces the original interpreter's behavior which instead loads
a resource string from infobar.txt informing the user that no savegames
are available.
2018-01-31 19:23:56 +01:00

134 lines
3.9 KiB
C++

/* 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 "common/savefile.h"
#include "common/textconsole.h"
#include "tucker/tucker.h"
namespace Tucker {
enum {
kCurrentGameStateVersion = 1
};
Common::String generateGameStateFileName(const char *target, int slot, bool prefixOnly) {
Common::String name(target);
if (prefixOnly) {
name += ".*";
} else {
name += Common::String::format(".%d", slot);
}
return name;
}
static void saveOrLoadInt(Common::WriteStream &stream, int &i) {
stream.writeSint32LE(i);
}
static void saveOrLoadInt(Common::ReadStream &stream, int &i) {
i = stream.readSint32LE();
}
template<class S>
void TuckerEngine::saveOrLoadGameStateData(S &s) {
for (int i = 0; i < kFlagsTableSize; ++i) {
saveOrLoadInt(s, _flagsTable[i]);
}
for (int i = 0; i < 40; ++i) {
saveOrLoadInt(s, _inventoryObjectsList[i]);
}
for (int i = 0; i < 50; ++i) {
saveOrLoadInt(s, _inventoryItemsState[i]);
}
for (int i = 0; i < 50; ++i) {
saveOrLoadInt(s, _panelObjectsOffsetTable[i]);
}
saveOrLoadInt(s, _mainSpritesBaseOffset);
saveOrLoadInt(s, _selectedObject._xPos);
saveOrLoadInt(s, _selectedObject._yPos);
saveOrLoadInt(s, _locationNum);
saveOrLoadInt(s, _xPosCurrent);
saveOrLoadInt(s, _yPosCurrent);
saveOrLoadInt(s, _inventoryObjectsCount);
saveOrLoadInt(s, _inventoryObjectsOffset);
}
Common::Error TuckerEngine::loadGameState(int num) {
Common::Error ret = Common::kNoError;
Common::String gameStateFileName = generateGameStateFileName(_targetName.c_str(), num);
Common::InSaveFile *f = _saveFileMan->openForLoading(gameStateFileName);
if (f) {
uint16 version = f->readUint16LE();
if (version < kCurrentGameStateVersion) {
warning("Unsupported gamestate version %d (slot %d)", version, num);
} else {
f->skip(2);
saveOrLoadGameStateData(*f);
if (f->err() || f->eos()) {
warning("Can't read file '%s'", gameStateFileName.c_str());
ret = Common::kReadingFailed;
} else {
_nextLocationNum = _locationNum;
setBlackPalette();
loadBudSpr(0);
_forceRedrawPanelItems = true;
}
}
delete f;
}
return ret;
}
Common::Error TuckerEngine::saveGameState(int num, const Common::String &description) {
Common::Error ret = Common::kNoError;
Common::String gameStateFileName = generateGameStateFileName(_targetName.c_str(), num);
Common::OutSaveFile *f = _saveFileMan->openForSaving(gameStateFileName);
if (f) {
f->writeUint16LE(kCurrentGameStateVersion);
f->writeUint16LE(0);
saveOrLoadGameStateData(*f);
f->finalize();
if (f->err()) {
warning("Can't write file '%s'", gameStateFileName.c_str());
ret = Common::kWritingFailed;
}
delete f;
}
return ret;
}
bool TuckerEngine::canLoadGameStateCurrently() {
return !_player && _cursorType < 2;
}
bool TuckerEngine::canSaveGameStateCurrently() {
return !_player && _cursorType < 2;
}
bool TuckerEngine::existsSavegame() {
Common::String pattern = generateGameStateFileName(_targetName.c_str(), 0, true);
return !_saveFileMan->listSavefiles(pattern).empty();
}
} // namespace Tucker