After the initial changes just to scummvm/gui for u32, this commit includes the whole project - Widget creations now always have u32 descriptions, labels, or tooltips - Message dialogs make use of default arguments instead of providing the same argument explicitly - encode String::format properly before passing on as argument where necessary - Modify hugo utils (yesNoBox and notify box) to use u32 - Also provide fake constructors for the above which redirect to the u32 constructor - Convert all keymap descriptions to u32 across all engines - showConfirmationDialog in mohawk now uses u32 - showScummVMDialog also uses u32 - Scumm engine has dialogs now which use u32 - General fixes and wrapping convertToU32String for setLabels and related functions - Add a fake constructor to MesssageDialog which redirects to the u32 constructor
297 lines
8.6 KiB
C++
297 lines
8.6 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/scummsys.h"
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#include "zvision/zvision.h"
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#include "zvision/file/save_manager.h"
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#include "zvision/scripting/script_manager.h"
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#include "zvision/graphics/render_manager.h"
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#include "common/system.h"
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#include "common/translation.h"
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#include "graphics/surface.h"
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#include "graphics/thumbnail.h"
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#include "gui/message.h"
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#include "gui/saveload.h"
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namespace ZVision {
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const uint32 SaveManager::SAVEGAME_ID = MKTAG('Z', 'E', 'N', 'G');
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bool SaveManager::scummVMSaveLoadDialog(bool isSave) {
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GUI::SaveLoadChooser *dialog;
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Common::String desc;
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int slot;
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if (isSave) {
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dialog = new GUI::SaveLoadChooser(_("Save game:"), _("Save"), true);
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slot = dialog->runModalWithCurrentTarget();
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desc = dialog->getResultString();
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if (desc.empty()) {
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// create our own description for the saved game, the user didnt enter it
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desc = dialog->createDefaultSaveDescription(slot);
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}
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if (desc.size() > 28)
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desc = Common::String(desc.c_str(), 28);
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} else {
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dialog = new GUI::SaveLoadChooser(_("Restore game:"), _("Restore"), false);
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slot = dialog->runModalWithCurrentTarget();
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}
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delete dialog;
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if (slot < 0)
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return false;
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if (isSave) {
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saveGame(slot, desc, false);
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return true;
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} else {
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Common::ErrorCode result = loadGame(slot).getCode();
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return (result == Common::kNoError);
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}
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}
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void SaveManager::saveGame(uint slot, const Common::String &saveName, bool useSaveBuffer) {
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if (!_tempSave && useSaveBuffer)
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return;
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Common::SaveFileManager *saveFileManager = g_system->getSavefileManager();
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Common::OutSaveFile *file = saveFileManager->openForSaving(_engine->getSaveStateName(slot));
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writeSaveGameHeader(file, saveName, useSaveBuffer);
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if (useSaveBuffer)
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file->write(_tempSave->getData(), _tempSave->size());
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else
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_engine->getScriptManager()->serialize(file);
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file->finalize();
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delete file;
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if (useSaveBuffer)
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flushSaveBuffer();
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_lastSaveTime = g_system->getMillis();
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}
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void SaveManager::writeSaveGameHeader(Common::OutSaveFile *file, const Common::String &saveName, bool useSaveBuffer) {
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file->writeUint32BE(SAVEGAME_ID);
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// Write version
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file->writeByte(SAVE_VERSION);
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// Write savegame name
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file->writeString(saveName);
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file->writeByte(0);
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// Save the game thumbnail
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if (useSaveBuffer)
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file->write(_tempThumbnail->getData(), _tempThumbnail->size());
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else
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Graphics::saveThumbnail(*file);
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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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file->writeSint16LE(td.tm_year + 1900);
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file->writeSint16LE(td.tm_mon + 1);
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file->writeSint16LE(td.tm_mday);
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file->writeSint16LE(td.tm_hour);
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file->writeSint16LE(td.tm_min);
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file->writeUint32LE(g_engine->getTotalPlayTime() / 1000);
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}
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Common::Error SaveManager::loadGame(int slot) {
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Common::SeekableReadStream *saveFile = NULL;
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if (slot >= 0) {
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saveFile = getSlotFile(slot);
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} else {
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saveFile = _engine->getSearchManager()->openFile("r.svr");
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if (!saveFile) {
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Common::File *restoreFile = new Common::File();
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if (!restoreFile->open("r.svr")) {
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delete restoreFile;
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return Common::kPathDoesNotExist;
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}
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saveFile = restoreFile;
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}
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}
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if (!saveFile)
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return Common::kPathDoesNotExist;
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// Read the header
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SaveGameHeader header;
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if (!readSaveGameHeader(saveFile, header)) {
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return Common::kUnknownError;
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}
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ScriptManager *scriptManager = _engine->getScriptManager();
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// Update the state table values
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scriptManager->deserialize(saveFile);
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delete saveFile;
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if (_engine->getGameId() == GID_NEMESIS && scriptManager->getCurrentLocation() == "tv2f") {
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// WORKAROUND for script bug #6793: location tv2f (stairs) has two states:
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// one at the top of the stairs, and one at the bottom. When the player
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// goes to the bottom of the stairs, the screen changes, and hotspot
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// 4652 (exit opposite the stairs) is enabled. However, the variable that
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// controls the state (2408) is reset when the player goes down the stairs.
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// Furthermore, the room's initialization script disables the stair exit
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// control (4652). This leads to an impossible situation, where all the
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// exit controls are disabled, and the player can't more anywhere. Thus,
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// when loading a game in that room, we check for that impossible
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// situation, which only occurs after the player has moved down the stairs,
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// and fix it here by setting the correct background, and enabling the
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// stair exit hotspot.
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if ((scriptManager->getStateFlag(2411) & Puzzle::DISABLED) &&
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(scriptManager->getStateFlag(2408) & Puzzle::DISABLED) &&
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(scriptManager->getStateFlag(4652) & Puzzle::DISABLED)) {
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_engine->getRenderManager()->setBackgroundImage("tv2fb21c.tga");
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scriptManager->unsetStateFlag(4652, Puzzle::DISABLED);
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}
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}
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g_engine->setTotalPlayTime(header.playTime * 1000);
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return Common::kNoError;
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}
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bool SaveManager::readSaveGameHeader(Common::InSaveFile *in, SaveGameHeader &header, bool skipThumbnail) {
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header.saveYear = 0;
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header.saveMonth = 0;
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header.saveDay = 0;
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header.saveHour = 0;
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header.saveMinutes = 0;
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header.playTime = 0;
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header.saveName.clear();
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header.thumbnail = nullptr;
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header.version = 0;
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uint32 tag = in->readUint32BE();
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// Check if it's original savegame than fill header structure
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if (tag == MKTAG('Z', 'N', 'S', 'G')) {
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header.saveName = "Original Save";
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header.version = SAVE_ORIGINAL;
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in->seek(-4, SEEK_CUR);
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return true;
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}
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if (tag != SAVEGAME_ID) {
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warning("File is not a Z-Vision saved game. Aborting load");
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return false;
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}
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// Read in the version
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header.version = in->readByte();
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// Check that the save version isn't newer than this binary
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if (header.version > SAVE_VERSION) {
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uint tempVersion = header.version;
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GUI::MessageDialog dialog(
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Common::String::format(
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_("This saved game uses version %u, but this engine only "
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"supports up to version %d. You will need an updated version "
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"of the engine to use this saved game.").encode().c_str(), tempVersion, SAVE_VERSION
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),
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_("OK"));
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dialog.runModal();
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}
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// Read in the save name
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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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if (header.version >= 2) {
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header.playTime = in->readUint32LE();
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}
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return true;
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}
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Common::SeekableReadStream *SaveManager::getSlotFile(uint slot) {
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Common::SeekableReadStream *saveFile = g_system->getSavefileManager()->openForLoading(_engine->getSaveStateName(slot));
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if (saveFile == NULL) {
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// Try to load standard save file
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Common::String filename;
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if (_engine->getGameId() == GID_GRANDINQUISITOR)
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filename = Common::String::format("inqsav%u.sav", slot);
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else if (_engine->getGameId() == GID_NEMESIS)
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filename = Common::String::format("nemsav%u.sav", slot);
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saveFile = _engine->getSearchManager()->openFile(filename);
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if (saveFile == NULL) {
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Common::File *tmpFile = new Common::File;
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if (!tmpFile->open(filename)) {
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delete tmpFile;
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} else {
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saveFile = tmpFile;
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}
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}
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}
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return saveFile;
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}
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void SaveManager::prepareSaveBuffer() {
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delete _tempThumbnail;
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_tempThumbnail = new Common::MemoryWriteStreamDynamic(DisposeAfterUse::YES);
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Graphics::saveThumbnail(*_tempThumbnail);
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delete _tempSave;
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_tempSave = new Common::MemoryWriteStreamDynamic(DisposeAfterUse::YES);
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_engine->getScriptManager()->serialize(_tempSave);
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}
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void SaveManager::flushSaveBuffer() {
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delete _tempThumbnail;
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_tempThumbnail = NULL;
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delete _tempSave;
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_tempSave = NULL;
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}
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} // End of namespace ZVision
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