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saveload.cpp

/* 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.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/saga/saveload.cpp $
 * $Id: saveload.cpp 30944 2008-02-23 22:50:18Z sev $
 *
 */



#include "common/config-manager.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/file.h"

#include "saga/saga.h"
#include "saga/actor.h"
#include "saga/events.h"
#include "saga/interface.h"
#include "saga/isomap.h"
#include "saga/music.h"
#include "saga/render.h"
#include "saga/sagaresnames.h"
#include "saga/scene.h"
#include "saga/script.h"

#define CURRENT_SAGA_VER 5

namespace Saga {

static SaveFileData emptySlot = {
       "", 0
};

//TODO:
// - delete savegame

char* SagaEngine::calcSaveFileName(uint slotNumber) {
      static char name[MAX_FILE_NAME];
      sprintf(name, "%s.s%02d", _targetName.c_str(), slotNumber);
      return name;
}

SaveFileData *SagaEngine::getSaveFile(uint idx) {
      if (idx >= MAX_SAVES) {
            error("getSaveFileName wrong idx");
      }
      if (isSaveListFull()) {
            return &_saveFiles[_saveFilesCount - idx - 1];
      } else {
            if (!emptySlot.name[0])
                  strcpy(emptySlot.name, getTextString(kTextNewSave));

            return (idx == 0) ? &emptySlot : &_saveFiles[_saveFilesCount - idx];
      }
}

bool SagaEngine::locateSaveFile(char *saveName, uint &titleNumber) {
      uint i;
      for (i = 0; i < _saveFilesCount; i++) {
            if (strcmp(saveName, _saveFiles[i].name) == 0) {
                  if (isSaveListFull()) {
                        titleNumber = _saveFilesCount - i - 1;
                  } else {
                        titleNumber = _saveFilesCount - i;
                  }
                  return true;
            }
      }
      return false;
}

uint SagaEngine::getNewSaveSlotNumber() {
      uint i, j;
      bool found;
      for (i = 0; i < MAX_SAVES; i++) {
            found = false;
            for (j = 0; j < _saveFilesCount; j++) {
                  if (_saveFiles[j].slotNumber == i) {
                        found = true;
                        break;
                  }
            }
            if (!found) {
                  return i;
            }
      }

      error("getNewSaveSlotNumber save list is full");
}

void SagaEngine::fillSaveList() {

      int i;
      Common::InSaveFile *in;
      Common::StringList filenames;
      char slot[3];
      int slotNumber;
      char *name;

      name = calcSaveFileName(MAX_SAVES);
      name[strlen(name) - 2] = '*';
      name[strlen(name) - 1] = 0;

      filenames = _saveFileMan->listSavefiles(name);

      for (i = 0; i < MAX_SAVES; i++) {
            _saveFiles[i].name[0] = 0;
            _saveFiles[i].slotNumber = (uint)-1;
      }

      _saveFilesCount = 0;

      for (Common::StringList::iterator file = filenames.begin(); file != filenames.end(); file++){
            //Obtain the last 2 digits of the filename, since they correspond to the save slot
            slot[0] = file->c_str()[file->size()-2];
            slot[1] = file->c_str()[file->size()-1];
            slot[2] = 0;

            slotNumber = atoi(slot);
            if (slotNumber >= 0 && slotNumber < MAX_SAVES) {
                  name = calcSaveFileName(slotNumber);
                  if ((in = _saveFileMan->openForLoading(name)) != NULL) {
                        _saveHeader.type = in->readUint32BE();
                        _saveHeader.size = in->readUint32LE();
                        _saveHeader.version = in->readUint32LE();
                        in->read(_saveHeader.name, sizeof(_saveHeader.name));

                        if (_saveHeader.type != MKID_BE('SAGA')) {
                              warning("SagaEngine::load wrong save %s format", name);
                              i++;
                              continue;
                        }
                        strcpy(_saveFiles[_saveFilesCount].name, _saveHeader.name);
                        _saveFiles[_saveFilesCount].slotNumber = slotNumber;
                        delete in;
                        _saveFilesCount++;
                  }
            }
      }
}


#define TITLESIZE 80
void SagaEngine::save(const char *fileName, const char *saveName) {
      Common::OutSaveFile *out;
      char title[TITLESIZE];

      if (!(out = _saveFileMan->openForSaving(fileName))) {
            return;
      }

      _saveHeader.type = MKID_BE('SAGA');
      _saveHeader.size = 0;
      _saveHeader.version = CURRENT_SAGA_VER;
      // Note that IHNM has a smaller save title size than ITE
      // We allocate the ITE save title size here, to preserve
      // savegame backwards compatibility
      strncpy(_saveHeader.name, saveName, SAVE_TITLE_SIZE);

      out->writeUint32BE(_saveHeader.type);
      out->writeUint32LE(_saveHeader.size);
      out->writeUint32LE(_saveHeader.version);
      out->write(_saveHeader.name, sizeof(_saveHeader.name));

      // Original game title
      memset(title, 0, TITLESIZE);
      strncpy(title, _gameTitle.c_str(), TITLESIZE);
      out->write(title, TITLESIZE);

      // Surrounding scene
      out->writeSint32LE(_scene->getOutsetSceneNumber());
      if (getGameType() != GType_ITE) {
            out->writeSint32LE(_scene->currentChapterNumber());
            // Protagonist
            out->writeSint32LE(_scene->currentProtag());
            out->writeSint32LE(_scene->getCurrentMusicTrack());
            out->writeSint32LE(_scene->getCurrentMusicRepeat());
      }

      // Inset scene
      out->writeSint32LE(_scene->currentSceneNumber());

      if (getGameType() != GType_ITE) {
            out->writeUint32LE(_globalFlags);
            for (int i = 0; i < ARRAYSIZE(_ethicsPoints); i++)
                  out->writeSint16LE(_ethicsPoints[i]);
      }

      _interface->saveState(out);

      _actor->saveState(out);

      out->writeSint16LE(_script->_commonBufferSize);

      out->write(_script->_commonBuffer, _script->_commonBufferSize);

      out->writeSint16LE(_isoMap->getMapPosition().x);
      out->writeSint16LE(_isoMap->getMapPosition().y);

      out->finalize();

      if (out->ioFailed())
            warning("Can't write file '%s'. (Disk full?)", fileName);

      delete out;
}

void SagaEngine::load(const char *fileName) {
      Common::InSaveFile *in;
      int commonBufferSize;
      int sceneNumber, insetSceneNumber;
      int mapx, mapy;
      char title[TITLESIZE];

      if (!(in = _saveFileMan->openForLoading(fileName))) {
            return;
      }

      _saveHeader.type = in->readUint32BE();
      _saveHeader.size = in->readUint32LE();
      _saveHeader.version = in->readUint32LE();
      in->read(_saveHeader.name, sizeof(_saveHeader.name));

      // Some older saves were not written in an endian safe fashion.
      // We try to detect this here by checking for extremly high version values.
      // If found, we retry with the data swapped.
      if (_saveHeader.version > 0xFFFFFF) {
            warning("This savegame is not endian safe, retrying with the data swapped");
            _saveHeader.version = SWAP_BYTES_32(_saveHeader.version);
      }

      debug(2, "Save version: %x", _saveHeader.version);

      if (_saveHeader.version < 4)
            warning("This savegame is not endian-safe. There may be problems");

      if (_saveHeader.type != MKID_BE('SAGA')) {
            error("SagaEngine::load wrong save game format");
      }

      if (_saveHeader.version > 4) {
            in->read(title, TITLESIZE);
            debug(0, "Save is for: %s", title);
      }

      // Surrounding scene
      sceneNumber = in->readSint32LE();
      if (getGameType() != GType_ITE) {
            int currentChapter = _scene->currentChapterNumber();
            _scene->setChapterNumber(in->readSint32LE());
            _scene->setProtag(in->readSint32LE());
            if (_scene->currentChapterNumber() != currentChapter)
                  _scene->changeScene(-2, 0, kTransitionFade, _scene->currentChapterNumber());
            _scene->setCurrentMusicTrack(in->readSint32LE());
            _scene->setCurrentMusicRepeat(in->readSint32LE());
            _music->stop();
            if (_scene->currentChapterNumber() == 8)
                  _interface->setMode(kPanelChapterSelection);
            if (getGameId() != GID_IHNM_DEMO) {
                  _music->play(_music->_songTable[_scene->getCurrentMusicTrack()], _scene->getCurrentMusicRepeat() ? MUSIC_LOOP : MUSIC_NORMAL);
            } else {
                  _music->play(3, MUSIC_LOOP);
            }
      }

      // Inset scene
      insetSceneNumber = in->readSint32LE();

      if (getGameType() != GType_ITE) {
            _globalFlags = in->readUint32LE();
            for (int i = 0; i < ARRAYSIZE(_ethicsPoints); i++)
                  _ethicsPoints[i] = in->readSint16LE();
      }

      _interface->loadState(in);

      _actor->loadState(in);

      commonBufferSize = in->readSint16LE();
      in->read(_script->_commonBuffer, commonBufferSize);

      mapx = in->readSint16LE();
      mapy = in->readSint16LE();

      delete in;

      // Mute volume to prevent outScene music play
      int volume = _music->getVolume();
      _music->setVolume(0);

      _isoMap->setMapPosition(mapx, mapy);

      // Protagonist swapping
      if (getGameType() != GType_ITE) {
            if (_scene->currentProtag() != 0 && _scene->currentChapterNumber() != 6) {
                  ActorData *actor1 = _actor->getFirstActor();
                  ActorData *actor2;
                  // The original gets actor2 from the current protagonist ID, but this is sometimes wrong
                  // If the current protagonist ID is not correct, use the stored protagonist
                  if (!_actor->validActorId(_scene->currentProtag())) {
                        actor2 = _actor->_protagonist;
                  } else {
                        actor2 = _actor->getActor(_scene->currentProtag());
                  }

                  SWAP(actor1->_location, actor2->_location);

                  actor2->_flags &= ~kProtagonist;
                  actor1->_flags |= kProtagonist;
                  _actor->_protagonist = _actor->_centerActor = actor1;
                  _scene->setProtag(actor1->_id);
            }
      }

      _scene->clearSceneQueue();
      _scene->changeScene(sceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade);

      _events->handleEvents(0); //dissolve backgrounds

      if (insetSceneNumber != sceneNumber) {
            _render->setFlag(RF_DISABLE_ACTORS);
            _scene->draw();
            _render->drawScene();
            _render->clearFlag(RF_DISABLE_ACTORS);
            _scene->changeScene(insetSceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade);
      }

      _music->setVolume(volume);

      _interface->draw();
}

} // End of namespace Saga

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