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164
engines/dragons/saveload.cpp
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164
engines/dragons/saveload.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/savefile.h"
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#include "graphics/thumbnail.h"
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#include "dragons/dragons.h"
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#include "dragons/dragonflg.h"
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#include "dragons/dragonini.h"
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#include "dragons/dragonvar.h"
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#include "dragons/scene.h"
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#include "dragons/cursor.h"
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namespace Dragons {
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#define ILLUSIONS_SAVEGAME_VERSION 0
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kReadSaveHeaderError DragonsEngine::readSaveHeader(Common::SeekableReadStream *in, SaveHeader &header, bool skipThumbnail) {
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header.version = in->readUint32LE();
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if (header.version > ILLUSIONS_SAVEGAME_VERSION)
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return kRSHEInvalidVersion;
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byte descriptionLen = in->readByte();
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header.description = "";
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while (descriptionLen--) {
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header.description += (char)in->readByte();
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}
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if (!Graphics::loadThumbnail(*in, header.thumbnail, skipThumbnail)) {
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return kRSHEIoError;
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}
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// Not used yet, reserved for future usage
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// header.gameID = in->readByte();
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header.flags = in->readUint32LE();
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header.saveDate = in->readUint32LE();
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header.saveTime = in->readUint32LE();
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header.playTime = in->readUint32LE();
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return ((in->eos() || in->err()) ? kRSHEIoError : kRSHENoError);
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}
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bool DragonsEngine::savegame(const char *filename, const char *description) {
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Common::OutSaveFile *out;
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if (!(out = g_system->getSavefileManager()->openForSaving(filename))) {
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warning("Can't create file '%s', game not saved", filename);
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return false;
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}
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TimeDate curTime;
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g_system->getTimeAndDate(curTime);
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// Header start
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out->writeUint32LE(ILLUSIONS_SAVEGAME_VERSION);
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byte descriptionLen = strlen(description);
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out->writeByte(descriptionLen);
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out->write(description, descriptionLen);
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// TODO Probably pre-generate the thumbnail before the internal menu system is
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// called to have a thumbnail without the menu system itself on it.
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// Use the automatic thumbnail generation only when the ScummVM save dialog is used.
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Graphics::saveThumbnail(*out);
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// Not used yet, reserved for future usage
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//out->writeByte(0);
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out->writeUint32LE(0);
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uint32 saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
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uint32 saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
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uint32 playTime = g_engine->getTotalPlayTime() / 1000;
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out->writeUint32LE(saveDate);
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out->writeUint32LE(saveTime);
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out->writeUint32LE(playTime);
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// Header end
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//TODO save gamestate here. _gameState->write(out);
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out->writeByte((int8)getCurrentSceneId());
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_dragonFLG->saveState(out);
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out->finalize();
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delete out;
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return true;
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}
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bool DragonsEngine::loadgame(const char *filename) {
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Common::InSaveFile *in;
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if (!(in = g_system->getSavefileManager()->openForLoading(filename))) {
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warning("Can't open file '%s', game not loaded", filename);
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return false;
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}
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SaveHeader header;
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kReadSaveHeaderError errorCode = readSaveHeader(in, header);
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if (errorCode != kRSHENoError) {
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warning("Error loading savegame '%s'", filename);
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delete in;
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return false;
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}
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g_engine->setTotalPlayTime(header.playTime * 1000);
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reset();
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// TODO load game state here. _gameState->read(in);
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uint16 newSceneId = (uint16)in->readByte();
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_dragonFLG->loadState(in);
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//_dragonFLG->set(165, true); //TODO check why this is needed to load save games properly.
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_dragonFLG->set(125, false); //TODO check why this is needed to load save games properly.
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_dragonVAR->reset();
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_dragonINIResource->reset();
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init();
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loadScene(newSceneId);
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setFlags(ENGINE_FLAG_8); //Re-enable cursor TODO should we need to do this?
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delete in;
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return true;
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}
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Common::Error DragonsEngine::loadGameState(int slot) {
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if (!loadgame(getSavegameFilename(slot).c_str()))
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return Common::kReadingFailed;
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return Common::kNoError;
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}
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Common::Error DragonsEngine::saveGameState(int slot, const Common::String &description, bool isAutoSave) {
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if (!savegame(getSavegameFilename(slot).c_str(), description.c_str()))
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return Common::kWritingFailed;
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return Common::kNoError;
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}
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Common::String DragonsEngine::getSavegameFilename(int num) {
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return getSavegameFilename(_targetName, num);
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}
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Common::String DragonsEngine::getSavegameFilename(const Common::String &target, int num) {
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assert(num >= 0 && num <= 999);
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return Common::String::format("%s.%03d", target.c_str(), num);
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}
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} // End of namespace Illusions
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