310 lines
9.1 KiB
C++
310 lines
9.1 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 "common/archive.h"
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#include "common/config-manager.h"
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#include "common/file.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "cryomni3d/versailles/engine.h"
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namespace CryOmni3D {
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namespace Versailles {
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Common::Error CryOmni3DEngine_Versailles::loadGameState(int slot) {
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_loadedSave = slot + 1;
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_abortCommand = kAbortLoadGame;
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return Common::kNoError;
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}
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Common::Error CryOmni3DEngine_Versailles::saveGameState(int slot, const Common::String &desc) {
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saveGame(_isVisiting, slot + 1, desc);
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return Common::kNoError;
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}
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Common::String CryOmni3DEngine_Versailles::getSaveFileName(bool visit, uint saveNum) const {
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return Common::String::format("%s%s.%04u", _targetName.c_str(), visit ? "_visit" : "", saveNum);
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}
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bool CryOmni3DEngine_Versailles::canVisit() const {
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// Build a custom SearchSet
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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Common::SearchSet visitsSearchSet;
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visitsSearchSet.addSubDirectoryMatching(gameDataDir, "savegame/visite", 1);
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return visitsSearchSet.hasFile("game0001.sav");
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}
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void CryOmni3DEngine_Versailles::getSavesList(bool visit, Common::StringArray &saveNames) {
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char saveName[kSaveDescriptionLen + 1];
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saveName[kSaveDescriptionLen] = '\0';
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Common::String pattern = Common::String::format("%s%s.????", _targetName.c_str(),
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visit ? "_visit" : "");
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Common::StringArray filenames = _saveFileMan->listSavefiles(pattern);
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sort(filenames.begin(), filenames.end()); // Sort (hopefully ensuring we are sorted numerically..)
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saveNames.clear();
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saveNames.reserve(100);
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int num = 1;
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int slotNum;
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if (visit) {
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// Add bootstrap visit
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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Common::SearchSet visitsSearchSet;
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visitsSearchSet.addSubDirectoryMatching(gameDataDir, "savegame/visite", 1);
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if (visitsSearchSet.hasFile("game0001.sav")) {
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Common::File visitFile;
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if (!visitFile.open("game0001.sav", visitsSearchSet)) {
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error("Can't load visit file");
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}
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visitFile.read(saveName, kSaveDescriptionLen);
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saveNames.push_back(saveName);
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} else {
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warning("visiting mode but no bootstrap");
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// No bootstrap visit, too bad
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saveNames.push_back(_messages[55]); //Fill with free slot
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}
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num++;
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}
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for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end();
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++file) {
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// Obtain the last 4 digits of the filename, since they correspond to the save slot
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slotNum = atoi(file->c_str() + file->size() - 4);
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if (slotNum >= 1 && slotNum <= 99) {
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while (num < slotNum) {
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saveNames.push_back(_messages[55]); //Fill with free slot
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num++;
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}
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num++;
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Common::InSaveFile *in = _saveFileMan->openForLoading(*file);
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if (in) {
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if (in->read(saveName, kSaveDescriptionLen) == kSaveDescriptionLen) {
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saveNames.push_back(saveName);
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}
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delete in;
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}
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}
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}
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for (uint i = saveNames.size(); i < 100; i++) {
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saveNames.push_back(_messages[55]);
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}
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}
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void CryOmni3DEngine_Versailles::saveGame(bool visit, uint saveNum,
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const Common::String &saveName) {
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if (visit && saveNum == 1) {
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error("Can't erase bootstrap visit");
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}
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Common::String saveFileName = getSaveFileName(visit, saveNum);
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Common::OutSaveFile *out;
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if (!(out = _saveFileMan->openForSaving(saveFileName))) {
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return;
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}
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// Sync countdown to game variable before saving it to file
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syncCountdown();
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// Write save name
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char saveNameC[kSaveDescriptionLen];
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memset(saveNameC, 0, sizeof(saveNameC));
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strncpy(saveNameC, saveName.c_str(), sizeof(saveNameC));
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out->write(saveNameC, sizeof(saveNameC));
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// dummy values
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out->writeUint32LE(0);
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out->writeUint32BE(0);
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out->writeUint32BE(0);
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// Dialog variables
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assert(_dialogsMan.size() < 200);
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for (uint i = 0; i < _dialogsMan.size(); i++) {
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out->writeByte(_dialogsMan[i]);
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}
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for (uint i = _dialogsMan.size(); i < 200; i++) {
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out->writeByte(0);
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}
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// Inventory
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assert(_inventory.size() == 50);
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for (Inventory::const_iterator it = _inventory.begin(); it != _inventory.end(); it++) {
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uint objId = -1;
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if (*it != nullptr) {
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// Inventory contains pointers to objects stored in _objects
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objId = *it - _objects.begin();
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}
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out->writeUint32BE(objId);
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}
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// Offset of inventory in toolbar
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out->writeUint32BE(_toolbar.inventoryOffset());
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// Level, place, warp position
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out->writeUint32BE(_currentLevel);
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out->writeUint32BE(_currentPlaceId);
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out->writeDoubleBE(_omni3dMan.getAlpha());
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out->writeDoubleBE(_omni3dMan.getBeta());
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// Places states
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assert(_placeStates.size() <= 100);
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Common::Array<PlaceState>::const_iterator placeIt = _placeStates.begin();
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for (uint i = 0; placeIt != _placeStates.end(); placeIt++, i++) {
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out->writeUint32BE(placeIt->state);
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}
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for (uint i = _placeStates.size(); i < 100; i++) {
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out->writeUint32BE(0);
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}
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// Game variables
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assert(_gameVariables.size() < 100);
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for (Common::Array<uint>::const_iterator it = _gameVariables.begin();
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it != _gameVariables.end(); it++) {
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out->writeUint32BE(*it);
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}
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for (uint i = _gameVariables.size(); i < 100; i++) {
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out->writeUint32BE(0);
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}
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out->finalize();
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delete out;
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}
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bool CryOmni3DEngine_Versailles::loadGame(bool visit, uint saveNum) {
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Common::SeekableReadStream *in;
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if (visit && saveNum == 1) {
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// Load bootstrap visit
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const Common::FSNode gameDataDir(ConfMan.get("path"));
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Common::SearchSet visitsSearchSet;
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visitsSearchSet.addSubDirectoryMatching(gameDataDir, "savegame/visite", 1);
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Common::File *visitFile = new Common::File();
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if (!visitFile->open("game0001.sav", visitsSearchSet)) {
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delete visitFile;
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error("Can't load visit file");
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}
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in = visitFile;
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} else {
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Common::String saveFileName = getSaveFileName(visit, saveNum);
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in = _saveFileMan->openForLoading(saveFileName);
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}
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if (!in || in->size() != 1260) {
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return false;
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}
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musicStop();
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// Load save name but don't use it
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char saveNameC[kSaveDescriptionLen];
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in->read(saveNameC, sizeof(saveNameC));
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// dummy values
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(void) in->readUint32LE();
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(void) in->readUint32BE();
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(void) in->readUint32BE();
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// Dialog variables
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assert(_dialogsMan.size() < 200);
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for (uint i = 0; i < _dialogsMan.size(); i++) {
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_dialogsMan[i] = in->readByte();
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}
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for (uint i = _dialogsMan.size(); i < 200; i++) {
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// Read the remaining bytes but don't use them
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(void) in->readByte();
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}
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// Inventory
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assert(_inventory.size() == 50);
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for (Inventory::iterator it = _inventory.begin(); it != _inventory.end(); it++) {
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uint objId = in->readUint32BE();
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if (objId >= _objects.size()) {
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objId = -1;
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}
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if (objId != -1u) {
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*it = _objects.begin() + objId;
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} else {
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*it = nullptr;
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}
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}
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// Offset of inventory in toolbar
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_toolbar.setInventoryOffset(in->readUint32BE());
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// Level, place, warp position
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_currentLevel = in->readUint32BE();
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// Use nextPlace to force place move
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_nextPlaceId = in->readUint32BE();
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// Store alpha and beta for later use
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double alpha = in->readDoubleBE();
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double beta = in->readDoubleBE();
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// Places states
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// Store them and use them once we called initNewLevel, we can't call it before because it needs _gameVariables (and especially kCurrentTime) to be correctly set
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uint32 placesStates[100];
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for (uint i = 0; i < 100; i++) {
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placesStates[i] = in->readUint32BE();
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}
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// Game variables
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assert(_gameVariables.size() < 100);
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for (Common::Array<uint>::iterator it = _gameVariables.begin(); it != _gameVariables.end();
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it++) {
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*it = in->readUint32BE();
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}
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for (uint i = _gameVariables.size(); i < 100; i++) {
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// Read the remaining variables but don't use them
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(void) in->readUint32BE();
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}
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delete in;
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if (_gameVariables[GameVariables::kCurrentTime] == 0) {
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_gameVariables[GameVariables::kCurrentTime] = 1;
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}
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initCountdown();
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// Everything has been loaded, setup new level
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// We will set places states and warp coordinates just after that to avoid them from being reset
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initNewLevel(_currentLevel);
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_omni3dMan.setAlpha(alpha);
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_omni3dMan.setBeta(beta);
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// _placeStates has just been resized in initNewLevel
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uint i = 0;
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for (Common::Array<PlaceState>::iterator placeIt = _placeStates.begin();
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placeIt != _placeStates.end() && i < ARRAYSIZE(placesStates); placeIt++, i++) {
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placeIt->state = placesStates[i];
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}
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return true;
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}
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} // End of namespace Versailles
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} // End of namespace CryOmni3D
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