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/* 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/config-manager.h"
#include "common/memstream.h"
#include "common/savefile.h"
#include "common/system.h"
#include "common/zlib.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/imuse_digi/dimuse.h"
#include "scumm/imuse/imuse.h"
#include "scumm/players/player_towns.h"
#include "scumm/he/intern_he.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/saveload.h"
#include "scumm/scumm_v0.h"
#include "scumm/scumm_v7.h"
#include "scumm/sound.h"
#include "scumm/he/sprite_he.h"
#include "scumm/verbs.h"
#include "backends/audiocd/audiocd.h"
#include "graphics/thumbnail.h"
namespace Scumm {
struct SaveGameHeader {
uint32 type;
uint32 size;
uint32 ver;
char name[32];
};
struct SaveInfoSection {
uint32 type;
uint32 version;
uint32 size;
uint32 timeTValue; // Obsolete since version 2, but kept for compatibility
uint32 playtime;
uint32 date;
uint16 time;
};
#define SaveInfoSectionSize (4+4+4 + 4+4 + 4+2)
#define INFOSECTION_VERSION 2
#pragma mark -
Common::Error ScummEngine::loadGameState(int slot) {
requestLoad(slot);
return Common::kNoError;
}
bool ScummEngine::canLoadGameStateCurrently() {
// FIXME: For now always allow loading in V0-V3 games
// FIXME: Actually, we might wish to support loading in more places.
// As long as we are sure it won't cause any problems... Are we
// aware of *any* spots where loading is not supported?
// HE games are limited to original load and save interface only,
// due to numerous glitches (see bug #1726909) that can occur.
//
// Except the earliest HE Games (3DO and initial DOS version of
// puttputt), which didn't offer scripted load/save screens.
if (_game.heversion >= 62)
return false;
// COMI always disables saving/loading (to tell the truth:
// the main menu) via its scripts, thus we need to make an
// exception here. This the same forced overwriting of the
// script decisions as in ScummEngine::processKeyboard.
if (_game.id == GID_CMI)
return true;
return (VAR_MAINMENU_KEY == 0xFF || VAR(VAR_MAINMENU_KEY) != 0);
}
Common::Error ScummEngine::saveGameState(int slot, const Common::String &desc) {
requestSave(slot, desc);
return Common::kNoError;
}
bool ScummEngine::canSaveGameStateCurrently() {
// Disallow saving in v0-v3 games when a 'prequel' to a cutscene is shown.
// This is a blank screen with text, and while this is shown, saving should
// be disabled, as no room is set.
if (_game.version <= 3 && _currentScript == 0xFF && _roomResource == 0 && _currentRoom == 0)
return false;
// TODO: Should we disallow saving in some more places,
// e.g. when a SAN movie is playing? Not sure whether the
// original EXE allowed this.
// HE games are limited to original load and save interface only,
// due to numerous glitches (see bug #1726909) that can occur.
//
// Except the earliest HE Games (3DO and initial DOS version of
// puttputt), which didn't offer scripted load/save screens.
if (_game.heversion >= 62)
return false;
// COMI always disables saving/loading (to tell the truth:
// the main menu) via its scripts, thus we need to make an
// exception here. This the same forced overwriting of the
// script decisions as in ScummEngine::processKeyboard.
if (_game.id == GID_CMI)
return true;
// SCUMM v4+ doesn't allow saving in room 0 or if
// VAR(VAR_MAINMENU_KEY) to set to zero.
return (VAR_MAINMENU_KEY == 0xFF || (VAR(VAR_MAINMENU_KEY) != 0 && _currentRoom != 0));
}
void ScummEngine::requestSave(int slot, const Common::String &name) {
_saveLoadSlot = slot;
_saveTemporaryState = false;
_saveLoadFlag = 1; // 1 for save
_saveLoadDescription = name;
}
void ScummEngine::requestLoad(int slot) {
_saveLoadSlot = slot;
_saveTemporaryState = (slot == 100);
_saveLoadFlag = 2; // 2 for load
}
Common::SeekableReadStream *ScummEngine::openSaveFileForReading(int slot, bool compat, Common::String &fileName) {
fileName = makeSavegameName(slot, compat);
return _saveFileMan->openForLoading(fileName);
}
Common::WriteStream *ScummEngine::openSaveFileForWriting(int slot, bool compat, Common::String &fileName) {
fileName = makeSavegameName(slot, compat);
return _saveFileMan->openForSaving(fileName);
}
static bool saveSaveGameHeader(Common::WriteStream *out, SaveGameHeader &hdr) {
hdr.type = MKTAG('S','C','V','M');
hdr.size = 0;
hdr.ver = CURRENT_VER;
out->writeUint32BE(hdr.type);
out->writeUint32LE(hdr.size);
out->writeUint32LE(hdr.ver);
out->write(hdr.name, sizeof(hdr.name));
return true;
}
bool ScummEngine::saveState(Common::WriteStream *out, bool writeHeader) {
SaveGameHeader hdr;
if (writeHeader) {
Common::strlcpy(hdr.name, _saveLoadDescription.c_str(), sizeof(hdr.name));
saveSaveGameHeader(out, hdr);
}
#if !defined(__DS__) && !defined(__N64__) /* && !defined(__PLAYSTATION2__) */
Graphics::saveThumbnail(*out);
#endif
saveInfos(out);
Serializer ser(0, out, CURRENT_VER);
saveOrLoad(&ser);
return true;
}
bool ScummEngine::saveState(int slot, bool compat, Common::String &filename) {
bool saveFailed = false;
pauseEngine(true);
Common::WriteStream *out = openSaveFileForWriting(slot, compat, filename);
if (!out) {
saveFailed = true;
} else {
if (!saveState(out))
saveFailed = true;
out->finalize();
if (out->err())
saveFailed = true;
delete out;
}
if (saveFailed)
debug(1, "State save as '%s' FAILED", filename.c_str());
else
debug(1, "State saved as '%s'", filename.c_str());
pauseEngine(false);
return !saveFailed;
}
void ScummEngine_v4::prepareSavegame() {
Common::MemoryWriteStreamDynamic *memStream;
Common::WriteStream *writeStream;
// free memory of the last prepared savegame
delete _savePreparedSavegame;
_savePreparedSavegame = NULL;
// store headerless savegame in a compressed memory stream
memStream = new Common::MemoryWriteStreamDynamic(DisposeAfterUse::NO);
writeStream = Common::wrapCompressedWriteStream(memStream);
if (saveState(writeStream, false)) {
// we have to finalize the compression-stream first, otherwise the internal
// memory-stream pointer will be zero (Important: flush() does not work here!).
writeStream->finalize();
if (!writeStream->err()) {
// wrap uncompressing MemoryReadStream around the savegame data
_savePreparedSavegame = Common::wrapCompressedReadStream(
new Common::MemoryReadStream(memStream->getData(), memStream->size(), DisposeAfterUse::YES));
}
}
// free the CompressedWriteStream and MemoryWriteStreamDynamic
// but not the memory stream's internal buffer
delete writeStream;
}
bool ScummEngine_v4::savePreparedSavegame(int slot, char *desc) {
bool success;
Common::String filename;
Common::OutSaveFile *out;
SaveGameHeader hdr;
uint32 nread, nwritten;
out = 0;
success = true;
// check if savegame was successfully stored in memory
if (!_savePreparedSavegame)
success = false;
// open savegame file
if (success) {
filename = makeSavegameName(slot, false);
if (!(out = _saveFileMan->openForSaving(filename))) {
success = false;
}
}
// write header to file
if (success) {
memset(hdr.name, 0, sizeof(hdr.name));
strncpy(hdr.name, desc, sizeof(hdr.name)-1);
success = saveSaveGameHeader(out, hdr);
}
// copy savegame from memory-stream to file
if (success) {
_savePreparedSavegame->seek(0, SEEK_SET);
byte buffer[1024];
while ((nread = _savePreparedSavegame->read(buffer, sizeof(buffer)))) {
nwritten = out->write(buffer, nread);
if (nwritten < nread) {
success = false;
break;
}
}
}
if (out) {
out->finalize();
if (out->err())
success = false;
delete out;
}
if (!success) {
debug(1, "State save as '%s' FAILED", filename.c_str());
return false;
} else {
debug(1, "State saved as '%s'", filename.c_str());
return true;
}
}
static bool loadSaveGameHeader(Common::SeekableReadStream *in, SaveGameHeader &hdr) {
hdr.type = in->readUint32BE();
hdr.size = in->readUint32LE();
hdr.ver = in->readUint32LE();
in->read(hdr.name, sizeof(hdr.name));
return !in->err() && hdr.type == MKTAG('S','C','V','M');
}
bool ScummEngine::loadState(int slot, bool compat) {
// Wrapper around the other variant
Common::String filename;
return loadState(slot, compat, filename);
}
bool ScummEngine::loadState(int slot, bool compat, Common::String &filename) {
SaveGameHeader hdr;
int sb, sh;
Common::SeekableReadStream *in = openSaveFileForReading(slot, compat, filename);
if (!in)
return false;
if (!loadSaveGameHeader(in, hdr)) {
warning("Invalid savegame '%s'", filename.c_str());
delete in;
return false;
}
// In older versions of ScummVM, the header version was not endian safe.
// We account for that by retrying once with swapped byte order in case
// we see a version that is higher than anything we'd expect...
if (hdr.ver > 0xFFFFFF)
hdr.ver = SWAP_BYTES_32(hdr.ver);
// Reject save games which are too old or too new. Note that
// We do not really support V7 games, but still accept them here
// to work around a bug from the stone age (see below for more
// information).
if (hdr.ver < VER(7) || hdr.ver > CURRENT_VER) {
warning("Invalid version of '%s'", filename.c_str());
delete in;
return false;
}
// We (deliberately) broke HE savegame compatibility at some point.
if (hdr.ver < VER(50) && _game.heversion >= 71) {
warning("Unsupported version of '%s'", filename.c_str());
delete in;
return false;
}
// Since version 52 a thumbnail is saved directly after the header.
if (hdr.ver >= VER(52)) {
// Prior to version 75 we always required an thumbnail to be present
if (hdr.ver <= VER(74)) {
if (!Graphics::checkThumbnailHeader(*in)) {
warning("Can not load thumbnail");
delete in;
return false;
}
}
Graphics::skipThumbnail(*in);
}
// Since version 56 we save additional information about the creation of
// the save game and the save time.
if (hdr.ver >= VER(56)) {
SaveStateMetaInfos infos;
if (!loadInfos(in, &infos)) {
warning("Info section could not be found");
delete in;
return false;
}
setTotalPlayTime(infos.playtime * 1000);
} else {
// start time counting
setTotalPlayTime();
}
// Due to a bug in scummvm up to and including 0.3.0, save games could be saved
// in the V8/V9 format but were tagged with a V7 mark. Ouch. So we just pretend V7 == V8 here
if (hdr.ver == VER(7))
hdr.ver = VER(8);
hdr.name[sizeof(hdr.name)-1] = 0;
_saveLoadDescription = hdr.name;
// Unless specifically requested with _saveSound, we do not save the iMUSE
// state for temporary state saves - such as certain cutscenes in DOTT,
// FOA, Sam and Max, etc.
//
// Thus, we should probably not stop music when restoring from one of
// these saves. This change stops the Mole Man theme from going quiet in
// Sam & Max when Doug tells you about the Ball of Twine, as mentioned in
// patch #886058.
//
// If we don't have iMUSE at all we may as well stop the sounds. The previous
// default behavior here was to stopAllSounds on all state restores.
if (!_imuse || _saveSound || !_saveTemporaryState)
_sound->stopAllSounds();
#ifdef ENABLE_SCUMM_7_8
if (_imuseDigital) {
_imuseDigital->stopAllSounds();
_imuseDigital->resetState();
}
#endif
_sound->stopCD();
_sound->pauseSounds(true);
closeRoom();
memset(_inventory, 0, sizeof(_inventory[0]) * _numInventory);
memset(_newNames, 0, sizeof(_newNames[0]) * _numNewNames);
// Because old savegames won't fill the entire gfxUsageBits[] array,
// clear it here just to be sure it won't hold any unforseen garbage.
memset(gfxUsageBits, 0, sizeof(gfxUsageBits));
// Nuke all resources
for (ResType type = rtFirst; type <= rtLast; type = ResType(type + 1))
if (type != rtTemp && type != rtBuffer && (type != rtSound || _saveSound || !compat))
for (ResId idx = 0; idx < _res->_types[type].size(); idx++) {
_res->nukeResource(type, idx);
}
resetScummVars();
if (_game.features & GF_OLD_BUNDLE)
loadCharset(0); // FIXME - HACK ?
//
// Now do the actual loading
//
Serializer ser(in, 0, hdr.ver);
saveOrLoad(&ser);
delete in;
// Update volume settings
syncSoundSettings();
if (_townsPlayer && (hdr.ver >= VER(81)))
_townsPlayer->restoreAfterLoad();
// Init NES costume data
if (_game.platform == Common::kPlatformNES) {
if (hdr.ver < VER(47))
_NESCostumeSet = 0;
NES_loadCostumeSet(_NESCostumeSet);
}
// Normally, _vm->_screenTop should always be >= 0, but for some old save games
// it is not, hence we check & correct it here.
if (_screenTop < 0)
_screenTop = 0;
// WORKAROUND bug #795214: For unknown reasons, object 819 sometimes is in
// state 1 in old save games, implying it should be drawn. This in turn
// results in a crash when entering the church, as object 819 is part of the
// exitof the church and there are no graphics assigned to it.
if (_game.id == GID_MONKEY_VGA) {
putState(819, 0);
}
if (hdr.ver < VER(33) && _game.version >= 7) {
// For a long time, we didn't set these vars to default values.
VAR(VAR_DEFAULT_TALK_DELAY) = 60;
if (_game.version == 7)
VAR(VAR_NUM_GLOBAL_OBJS) = _numGlobalObjects - 1;
}
if (hdr.ver < VER(30)) {
// For a long time, we used incorrect location, causing it to default to zero.
if (_game.version == 8)
_scummVars[VAR_CHARINC] = (_game.features & GF_DEMO) ? 3 : 1;
// Needed due to subtitle speed changes
_defaultTalkDelay /= 20;
}
// For a long time, we used incorrect locations for some camera related
// scumm vars. We now know the proper locations. To be able to properly use
// old save games, we update the old (bad) variables to the new (correct)
// ones.
if (hdr.ver < VER(28) && _game.version == 8) {
_scummVars[VAR_CAMERA_MIN_X] = _scummVars[101];
_scummVars[VAR_CAMERA_MAX_X] = _scummVars[102];
_scummVars[VAR_CAMERA_MIN_Y] = _scummVars[103];
_scummVars[VAR_CAMERA_MAX_Y] = _scummVars[104];
_scummVars[VAR_CAMERA_THRESHOLD_X] = _scummVars[105];
_scummVars[VAR_CAMERA_THRESHOLD_Y] = _scummVars[106];
_scummVars[VAR_CAMERA_SPEED_X] = _scummVars[107];
_scummVars[VAR_CAMERA_SPEED_Y] = _scummVars[108];
_scummVars[VAR_CAMERA_ACCEL_X] = _scummVars[109];
_scummVars[VAR_CAMERA_ACCEL_Y] = _scummVars[110];
}
// For a long time, we used incorrect values for some camera related
// scumm vars. We now know the proper values. To be able to properly use
// old save games, we update the old (bad) values to the new (correct)
// ones.
if (hdr.ver < VER(77) && _game.version >= 7) {
_scummVars[VAR_CAMERA_THRESHOLD_X] = 100;
_scummVars[VAR_CAMERA_THRESHOLD_Y] = 70;
_scummVars[VAR_CAMERA_ACCEL_X] = 100;
_scummVars[VAR_CAMERA_ACCEL_Y] = 100;
}
// With version 22, we replaced the scale items with scale slots. So when
// loading such an old save game, try to upgrade the old to new format.
if (hdr.ver < VER(22)) {
// Convert all rtScaleTable resources to matching scale items
for (ResId idx = 1; idx < _res->_types[rtScaleTable].size(); idx++) {
convertScaleTableToScaleSlot(idx);
}
}
// Reset the palette.
resetPalette();
if (hdr.ver < VER(35) && _game.id == GID_MANIAC && _game.version <= 1)
resetV1ActorTalkColor();
// Load the static room data
setupRoomSubBlocks();
if (_game.version < 7) {
camera._last.x = camera._cur.x;
}
sb = _screenB;
sh = _screenH;
// Restore the virtual screens and force a fade to black.
initScreens(0, _screenHeight);
VirtScreen *vs = &_virtscr[kMainVirtScreen];
memset(vs->getPixels(0, 0), 0, vs->pitch * vs->h);
vs->setDirtyRange(0, vs->h);
updateDirtyScreen(kMainVirtScreen);
updatePalette();
initScreens(sb, sh);
_completeScreenRedraw = true;
// Reset charset mask
_charset->_hasMask = false;
clearTextSurface();
_lastCodePtr = NULL;
_drawObjectQueNr = 0;
_verbMouseOver = 0;
cameraMoved();
initBGBuffers(_roomHeight);
if (VAR_ROOM_FLAG != 0xFF)
VAR(VAR_ROOM_FLAG) = 1;
// Sync with current config setting
if (VAR_VOICE_MODE != 0xFF)
VAR(VAR_VOICE_MODE) = ConfMan.getBool("subtitles");
debug(1, "State loaded from '%s'", filename.c_str());
_sound->pauseSounds(false);
// WORKAROUND: Original save/load script ran this script
// after game load, and o2_loadRoomWithEgo() does as well
// this script starts character-dependent music
//
// Fixes bug #1766072: MANIACNES: Music Doesn't Start On Load Game
if (_game.platform == Common::kPlatformNES) {
runScript(5, 0, 0, 0);
if (VAR(224)) {
_sound->addSoundToQueue(VAR(224));
}
}
return true;
}
Common::String ScummEngine::makeSavegameName(const Common::String &target, int slot, bool temporary) {
Common::String extension;
extension = Common::String::format(".%c%02d", temporary ? 'c' : 's', slot);
return target + extension;
}
void ScummEngine::listSavegames(bool *marks, int num) {
assert(marks);
char slot[3];
int slotNum;
Common::StringArray files;
Common::String prefix = makeSavegameName(99, false);
prefix.setChar('*', prefix.size()-2);
prefix.setChar(0, prefix.size()-1);
memset(marks, false, num * sizeof(bool)); //assume no savegames for this title
files = _saveFileMan->listSavefiles(prefix);
for (Common::StringArray::const_iterator file = files.begin(); file != files.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;
slotNum = atoi(slot);
if (slotNum >= 0 && slotNum < num)
marks[slotNum] = true; //mark this slot as valid
}
}
bool getSavegameName(Common::InSaveFile *in, Common::String &desc, int heversion);
bool ScummEngine::getSavegameName(int slot, Common::String &desc) {
Common::InSaveFile *in = 0;
bool result = false;
desc.clear();
Common::String filename = makeSavegameName(slot, false);
in = _saveFileMan->openForLoading(filename);
if (in) {
result = Scumm::getSavegameName(in, desc, _game.heversion);
delete in;
}
return result;
}
namespace {
bool loadAndCheckSaveGameHeader(Common::InSaveFile *in, int heversion, SaveGameHeader &hdr, Common::String *error = nullptr) {
if (!loadSaveGameHeader(in, hdr)) {
if (error) {
*error = "Invalid savegame";
}
return false;
}
if (hdr.ver > CURRENT_VER) {
hdr.ver = TO_LE_32(hdr.ver);
}
if (hdr.ver < VER(7) || hdr.ver > CURRENT_VER) {
if (error) {
*error = "Invalid version";
}
return false;
}
// We (deliberately) broke HE savegame compatibility at some point.
if (hdr.ver < VER(57) && heversion >= 60) {
if (error) {
*error = "Unsupported version";
}
return false;
}
hdr.name[sizeof(hdr.name) - 1] = 0;
return true;
}
} // End of anonymous namespace
bool getSavegameName(Common::InSaveFile *in, Common::String &desc, int heversion) {
SaveGameHeader hdr;
if (!loadAndCheckSaveGameHeader(in, heversion, hdr, &desc)) {
return false;
}
desc = hdr.name;
return true;
}
bool ScummEngine::querySaveMetaInfos(const char *target, int slot, int heversion, Common::String &desc, Graphics::Surface *&thumbnail, SaveStateMetaInfos *&timeInfos) {
if (slot < 0) {
return false;
}
SaveGameHeader hdr;
const Common::String filename = ScummEngine::makeSavegameName(target, slot, false);
Common::ScopedPtr<Common::SeekableReadStream> in(g_system->getSavefileManager()->openForLoading(filename));
if (!in) {
return false;
}
if (!loadAndCheckSaveGameHeader(in.get(), heversion, hdr)) {
return false;
}
desc = hdr.name;
if (hdr.ver > VER(52)) {
if (Graphics::checkThumbnailHeader(*in)) {
thumbnail = Graphics::loadThumbnail(*in);
}
if (hdr.ver > VER(57)) {
if (!loadInfos(in.get(), timeInfos)) {
return false;
}
} else {
timeInfos = nullptr;
}
}
return true;
}
bool ScummEngine::loadInfos(Common::SeekableReadStream *file, SaveStateMetaInfos *stuff) {
memset(stuff, 0, sizeof(SaveStateMetaInfos));
SaveInfoSection section;
section.type = file->readUint32BE();
if (section.type != MKTAG('I','N','F','O')) {
return false;
}
section.version = file->readUint32BE();
section.size = file->readUint32BE();
// If we ever extend this we should add a table containing the sizes corresponding to each
// version, so that we are able to properly verify their correctness.
if (section.version == INFOSECTION_VERSION && section.size != SaveInfoSectionSize) {
warning("Info section is corrupt");
file->skip(section.size);
return false;
}
section.timeTValue = file->readUint32BE();
section.playtime = file->readUint32BE();
// For header version 1, we load the data in with our old method
if (section.version == 1) {
//time_t tmp = section.timeTValue;
//tm *curTime = localtime(&tmp);
//stuff->date = (curTime->tm_mday & 0xFF) << 24 | ((curTime->tm_mon + 1) & 0xFF) << 16 | (curTime->tm_year + 1900) & 0xFFFF;
//stuff->time = (curTime->tm_hour & 0xFF) << 8 | (curTime->tm_min) & 0xFF;
stuff->date = 0;
stuff->time = 0;
}
if (section.version >= 2) {
section.date = file->readUint32BE();
section.time = file->readUint16BE();
stuff->date = section.date;
stuff->time = section.time;
}
stuff->playtime = section.playtime;
// Skip over the remaining (unsupported) data
if (section.size > SaveInfoSectionSize)
file->skip(section.size - SaveInfoSectionSize);
return true;
}
void ScummEngine::saveInfos(Common::WriteStream *file) {
SaveInfoSection section;
section.type = MKTAG('I','N','F','O');
section.version = INFOSECTION_VERSION;
section.size = SaveInfoSectionSize;
// still save old format for older versions
section.timeTValue = 0;
section.playtime = getTotalPlayTime() / 1000;
TimeDate curTime;
_system->getTimeAndDate(curTime);
section.date = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
section.time = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF);
file->writeUint32BE(section.type);
file->writeUint32BE(section.version);
file->writeUint32BE(section.size);
file->writeUint32BE(section.timeTValue);
file->writeUint32BE(section.playtime);
file->writeUint32BE(section.date);
file->writeUint16BE(section.time);
}
void ScummEngine::saveOrLoad(Serializer *s) {
const SaveLoadEntry objectEntries[] = {
MKLINE(ObjectData, OBIMoffset, sleUint32, VER(8)),
MKLINE(ObjectData, OBCDoffset, sleUint32, VER(8)),
MKLINE(ObjectData, walk_x, sleUint16, VER(8)),
MKLINE(ObjectData, walk_y, sleUint16, VER(8)),
MKLINE(ObjectData, obj_nr, sleUint16, VER(8)),
MKLINE(ObjectData, x_pos, sleInt16, VER(8)),
MKLINE(ObjectData, y_pos, sleInt16, VER(8)),
MKLINE(ObjectData, width, sleUint16, VER(8)),
MKLINE(ObjectData, height, sleUint16, VER(8)),
MKLINE(ObjectData, actordir, sleByte, VER(8)),
MKLINE(ObjectData, parentstate, sleByte, VER(8)),
MKLINE(ObjectData, parent, sleByte, VER(8)),
MKLINE(ObjectData, state, sleByte, VER(8)),
MKLINE(ObjectData, fl_object_index, sleByte, VER(8)),
MKLINE(ObjectData, flags, sleByte, VER(46)),
MKEND()
};
const SaveLoadEntry verbEntries[] = {
MKLINE(VerbSlot, curRect.left, sleInt16, VER(8)),
MKLINE(VerbSlot, curRect.top, sleInt16, VER(8)),
MKLINE(VerbSlot, curRect.right, sleInt16, VER(8)),
MKLINE(VerbSlot, curRect.bottom, sleInt16, VER(8)),
MKLINE(VerbSlot, oldRect.left, sleInt16, VER(8)),
MKLINE(VerbSlot, oldRect.top, sleInt16, VER(8)),
MKLINE(VerbSlot, oldRect.right, sleInt16, VER(8)),
MKLINE(VerbSlot, oldRect.bottom, sleInt16, VER(8)),
MKLINE_OLD(VerbSlot, verbid, sleByte, VER(8), VER(11)),
MKLINE(VerbSlot, verbid, sleInt16, VER(12)),
MKLINE(VerbSlot, color, sleByte, VER(8)),
MKLINE(VerbSlot, hicolor, sleByte, VER(8)),
MKLINE(VerbSlot, dimcolor, sleByte, VER(8)),
MKLINE(VerbSlot, bkcolor, sleByte, VER(8)),
MKLINE(VerbSlot, type, sleByte, VER(8)),
MKLINE(VerbSlot, charset_nr, sleByte, VER(8)),
MKLINE(VerbSlot, curmode, sleByte, VER(8)),
MKLINE(VerbSlot, saveid, sleByte, VER(8)),
MKLINE(VerbSlot, key, sleByte, VER(8)),
MKLINE(VerbSlot, center, sleByte, VER(8)),
MKLINE(VerbSlot, prep, sleByte, VER(8)),
MKLINE(VerbSlot, imgindex, sleUint16, VER(8)),
MKEND()
};
const SaveLoadEntry mainEntries[] = {
MKARRAY(ScummEngine, _gameMD5[0], sleUint8, 16, VER(39)),
MK_OBSOLETE(ScummEngine, _roomWidth, sleUint16, VER(8), VER(50)),
MK_OBSOLETE(ScummEngine, _roomHeight, sleUint16, VER(8), VER(50)),
MK_OBSOLETE(ScummEngine, _ENCD_offs, sleUint32, VER(8), VER(50)),
MK_OBSOLETE(ScummEngine, _EXCD_offs, sleUint32, VER(8), VER(50)),
MK_OBSOLETE(ScummEngine, _IM00_offs, sleUint32, VER(8), VER(50)),
MK_OBSOLETE(ScummEngine, _CLUT_offs, sleUint32, VER(8), VER(50)),
MK_OBSOLETE(ScummEngine, _EPAL_offs, sleUint32, VER(8), VER(9)),
MK_OBSOLETE(ScummEngine, _PALS_offs, sleUint32, VER(8), VER(50)),
MKLINE(ScummEngine, _curPalIndex, sleByte, VER(8)),
MKLINE(ScummEngine, _currentRoom, sleByte, VER(8)),
MKLINE(ScummEngine, _roomResource, sleByte, VER(8)),
MKLINE(ScummEngine, _numObjectsInRoom, sleByte, VER(8)),
MKLINE(ScummEngine, _currentScript, sleByte, VER(8)),
MK_OBSOLETE_ARRAY(ScummEngine, _localScriptOffsets[0], sleUint32, _numLocalScripts, VER(8), VER(50)),
// vm.localvar grew from 25 to 40 script entries and then from
// 16 to 32 bit variables (but that wasn't reflect here)... and
// THEN from 16 to 25 variables.
MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint16, 17, 25, (byte *)vm.localvar[1] - (byte *)vm.localvar[0], VER(8), VER(8)),
MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint16, 17, 40, (byte *)vm.localvar[1] - (byte *)vm.localvar[0], VER(9), VER(14)),
// We used to save 25 * 40 = 1000 blocks; but actually, each 'row consisted of 26 entry,
// i.e. 26 * 40 = 1040. Thus the last 40 blocks of localvar where not saved at all. To be
// able to load this screwed format, we use a trick: We load 26 * 38 = 988 blocks.
// Then, we mark the followin 12 blocks (24 bytes) as obsolete.
MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint16, 26, 38, (byte *)vm.localvar[1] - (byte *)vm.localvar[0], VER(15), VER(17)),
MK_OBSOLETE_ARRAY(ScummEngine, vm.localvar[39][0], sleUint16, 12, VER(15), VER(17)),
// This was the first proper multi dimensional version of the localvars, with 32 bit values
MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint32, 26, 40, (byte *)vm.localvar[1] - (byte *)vm.localvar[0], VER(18), VER(19)),
// Then we doubled the script slots again, from 40 to 80
MKARRAY2(ScummEngine, vm.localvar[0][0], sleUint32, 26, NUM_SCRIPT_SLOT, (byte *)vm.localvar[1] - (byte *)vm.localvar[0], VER(20)),
MKARRAY(ScummEngine, _resourceMapper[0], sleByte, 128, VER(8)),
MKARRAY(ScummEngine, _charsetColorMap[0], sleByte, 16, VER(8)),
// _charsetData grew from 10*16, to 15*16, to 23*16 bytes
MKARRAY_OLD(ScummEngine, _charsetData[0][0], sleByte, 10 * 16, VER(8), VER(9)),
MKARRAY_OLD(ScummEngine, _charsetData[0][0], sleByte, 15 * 16, VER(10), VER(66)),
MKARRAY(ScummEngine, _charsetData[0][0], sleByte, 23 * 16, VER(67)),
MK_OBSOLETE(ScummEngine, _curExecScript, sleUint16, VER(8), VER(62)),
MKLINE(ScummEngine, camera._dest.x, sleInt16, VER(8)),
MKLINE(ScummEngine, camera._dest.y, sleInt16, VER(8)),
MKLINE(ScummEngine, camera._cur.x, sleInt16, VER(8)),
MKLINE(ScummEngine, camera._cur.y, sleInt16, VER(8)),
MKLINE(ScummEngine, camera._last.x, sleInt16, VER(8)),
MKLINE(ScummEngine, camera._last.y, sleInt16, VER(8)),
MKLINE(ScummEngine, camera._accel.x, sleInt16, VER(8)),
MKLINE(ScummEngine, camera._accel.y, sleInt16, VER(8)),
MKLINE(ScummEngine, _screenStartStrip, sleInt16, VER(8)),
MKLINE(ScummEngine, _screenEndStrip, sleInt16, VER(8)),
MKLINE(ScummEngine, camera._mode, sleByte, VER(8)),
MKLINE(ScummEngine, camera._follows, sleByte, VER(8)),
MKLINE(ScummEngine, camera._leftTrigger, sleInt16, VER(8)),
MKLINE(ScummEngine, camera._rightTrigger, sleInt16, VER(8)),
MKLINE(ScummEngine, camera._movingToActor, sleUint16, VER(8)),
MKLINE(ScummEngine, _actorToPrintStrFor, sleByte, VER(8)),
MKLINE(ScummEngine, _charsetColor, sleByte, VER(8)),
// _charsetBufPos was changed from byte to int
MKLINE_OLD(ScummEngine, _charsetBufPos, sleByte, VER(8), VER(9)),
MKLINE(ScummEngine, _charsetBufPos, sleInt16, VER(10)),
MKLINE(ScummEngine, _haveMsg, sleByte, VER(8)),
MKLINE(ScummEngine, _haveActorSpeechMsg, sleByte, VER(61)),
MKLINE(ScummEngine, _useTalkAnims, sleByte, VER(8)),
MKLINE(ScummEngine, _talkDelay, sleInt16, VER(8)),
MKLINE(ScummEngine, _defaultTalkDelay, sleInt16, VER(8)),
MK_OBSOLETE(ScummEngine, _numInMsgStack, sleInt16, VER(8), VER(27)),
MKLINE(ScummEngine, _sentenceNum, sleByte, VER(8)),
MKLINE(ScummEngine, vm.cutSceneStackPointer, sleByte, VER(8)),
MKARRAY(ScummEngine, vm.cutScenePtr[0], sleUint32, 5, VER(8)),
MKARRAY(ScummEngine, vm.cutSceneScript[0], sleByte, 5, VER(8)),
MKARRAY(ScummEngine, vm.cutSceneData[0], sleInt16, 5, VER(8)),
MKLINE(ScummEngine, vm.cutSceneScriptIndex, sleInt16, VER(8)),
MKLINE(ScummEngine, vm.numNestedScripts, sleByte, VER(8)),
MKLINE(ScummEngine, _userPut, sleByte, VER(8)),
MKLINE(ScummEngine, _userState, sleUint16, VER(17)),
MKLINE(ScummEngine, _cursor.state, sleByte, VER(8)),
MK_OBSOLETE(ScummEngine, _gdi->_cursorActive, sleByte, VER(8), VER(20)),
MKLINE(ScummEngine, _currentCursor, sleByte, VER(8)),
MKARRAY(ScummEngine, _grabbedCursor[0], sleByte, 8192, VER(20)),
MKLINE(ScummEngine, _cursor.width, sleInt16, VER(20)),
MKLINE(ScummEngine, _cursor.height, sleInt16, VER(20)),
MKLINE(ScummEngine, _cursor.hotspotX, sleInt16, VER(20)),
MKLINE(ScummEngine, _cursor.hotspotY, sleInt16, VER(20)),
MKLINE(ScummEngine, _cursor.animate, sleByte, VER(20)),
MKLINE(ScummEngine, _cursor.animateIndex, sleByte, VER(20)),
MKLINE(ScummEngine, _mouse.x, sleInt16, VER(20)),
MKLINE(ScummEngine, _mouse.y, sleInt16, VER(20)),
MKARRAY(ScummEngine, _colorUsedByCycle[0], sleByte, 256, VER(60)),
MKLINE(ScummEngine, _doEffect, sleByte, VER(8)),
MKLINE(ScummEngine, _switchRoomEffect, sleByte, VER(8)),
MKLINE(ScummEngine, _newEffect, sleByte, VER(8)),
MKLINE(ScummEngine, _switchRoomEffect2, sleByte, VER(8)),
MKLINE(ScummEngine, _bgNeedsRedraw, sleByte, VER(8)),
// The state of palManipulate is stored only since V10
MKLINE(ScummEngine, _palManipStart, sleByte, VER(10)),
MKLINE(ScummEngine, _palManipEnd, sleByte, VER(10)),
MKLINE(ScummEngine, _palManipCounter, sleUint16, VER(10)),
// gfxUsageBits grew from 200 to 410 entries. Then 3 * 410 entries:
MKARRAY_OLD(ScummEngine, gfxUsageBits[0], sleUint32, 200, VER(8), VER(9)),
MKARRAY_OLD(ScummEngine, gfxUsageBits[0], sleUint32, 410, VER(10), VER(13)),
MKARRAY(ScummEngine, gfxUsageBits[0], sleUint32, 3 * 410, VER(14)),
MK_OBSOLETE(ScummEngine, _gdi->_transparentColor, sleByte, VER(8), VER(50)),
MKARRAY(ScummEngine, _currentPalette[0], sleByte, 768, VER(8)),
MKARRAY(ScummEngine, _darkenPalette[0], sleByte, 768, VER(53)),
// Sam & Max specific palette replaced by _shadowPalette now.
MK_OBSOLETE_ARRAY(ScummEngine, _proc_special_palette[0], sleByte, 256, VER(8), VER(33)),
MKARRAY(ScummEngine, _charsetBuffer[0], sleByte, 256, VER(8)),
MKLINE(ScummEngine, _egoPositioned, sleByte, VER(8)),
// _gdi->_imgBufOffs grew from 4 to 5 entries. Then one day we realized
// that we don't have to store it since initBGBuffers() recomputes it.
MK_OBSOLETE_ARRAY(ScummEngine, _gdi->_imgBufOffs[0], sleUint16, 4, VER(8), VER(9)),
MK_OBSOLETE_ARRAY(ScummEngine, _gdi->_imgBufOffs[0], sleUint16, 5, VER(10), VER(26)),
// See _imgBufOffs: _numZBuffer is recomputed by initBGBuffers().
MK_OBSOLETE(ScummEngine, _gdi->_numZBuffer, sleByte, VER(8), VER(26)),
MKLINE(ScummEngine, _screenEffectFlag, sleByte, VER(8)),
MK_OBSOLETE(ScummEngine, _randSeed1, sleUint32, VER(8), VER(9)),
MK_OBSOLETE(ScummEngine, _randSeed2, sleUint32, VER(8), VER(9)),
// Converted _shakeEnabled to boolean and added a _shakeFrame field.
MKLINE_OLD(ScummEngine, _shakeEnabled, sleInt16, VER(8), VER(9)),
MKLINE(ScummEngine, _shakeEnabled, sleByte, VER(10)),
MKLINE(ScummEngine, _shakeFrame, sleUint32, VER(10)),
MKLINE(ScummEngine, _keepText, sleByte, VER(8)),
MKLINE(ScummEngine, _screenB, sleUint16, VER(8)),
MKLINE(ScummEngine, _screenH, sleUint16, VER(8)),
MKLINE(ScummEngine, _NESCostumeSet, sleUint16, VER(47)),
MK_OBSOLETE(ScummEngine, _cd_track, sleInt16, VER(9), VER(9)),
MK_OBSOLETE(ScummEngine, _cd_loops, sleInt16, VER(9), VER(9)),
MK_OBSOLETE(ScummEngine, _cd_frame, sleInt16, VER(9), VER(9)),
MK_OBSOLETE(ScummEngine, _cd_end, sleInt16, VER(9), VER(9)),
MKEND()
};
const SaveLoadEntry scriptSlotEntries[] = {
MKLINE(ScriptSlot, offs, sleUint32, VER(8)),
MKLINE(ScriptSlot, delay, sleInt32, VER(8)),
MKLINE(ScriptSlot, number, sleUint16, VER(8)),
MKLINE(ScriptSlot, delayFrameCount, sleUint16, VER(8)),
MKLINE(ScriptSlot, status, sleByte, VER(8)),
MKLINE(ScriptSlot, where, sleByte, VER(8)),
MKLINE(ScriptSlot, freezeResistant, sleByte, VER(8)),
MKLINE(ScriptSlot, recursive, sleByte, VER(8)),
MKLINE(ScriptSlot, freezeCount, sleByte, VER(8)),
MKLINE(ScriptSlot, didexec, sleByte, VER(8)),
MKLINE(ScriptSlot, cutsceneOverride, sleByte, VER(8)),
MKLINE(ScriptSlot, cycle, sleByte, VER(46)),
MK_OBSOLETE(ScriptSlot, unk5, sleByte, VER(8), VER(10)),
MKEND()
};
const SaveLoadEntry nestedScriptEntries[] = {
MKLINE(NestedScript, number, sleUint16, VER(8)),
MKLINE(NestedScript, where, sleByte, VER(8)),
MKLINE(NestedScript, slot, sleByte, VER(8)),
MKEND()
};
const SaveLoadEntry sentenceTabEntries[] = {
MKLINE(SentenceTab, verb, sleUint8, VER(8)),
MKLINE(SentenceTab, preposition, sleUint8, VER(8)),
MKLINE(SentenceTab, objectA, sleUint16, VER(8)),
MKLINE(SentenceTab, objectB, sleUint16, VER(8)),
MKLINE(SentenceTab, freezeCount, sleUint8, VER(8)),
MKEND()
};
const SaveLoadEntry stringTabEntries[] = {
// Then _default/restore of a StringTab entry becomes a one liner.
MKLINE(StringTab, xpos, sleInt16, VER(8)),
MKLINE(StringTab, _default.xpos, sleInt16, VER(8)),
MKLINE(StringTab, ypos, sleInt16, VER(8)),
MKLINE(StringTab, _default.ypos, sleInt16, VER(8)),
MKLINE(StringTab, right, sleInt16, VER(8)),
MKLINE(StringTab, _default.right, sleInt16, VER(8)),
MKLINE(StringTab, color, sleInt8, VER(8)),
MKLINE(StringTab, _default.color, sleInt8, VER(8)),
MKLINE(StringTab, charset, sleInt8, VER(8)),
MKLINE(StringTab, _default.charset, sleInt8, VER(8)),
MKLINE(StringTab, center, sleByte, VER(8)),
MKLINE(StringTab, _default.center, sleByte, VER(8)),
MKLINE(StringTab, overhead, sleByte, VER(8)),
MKLINE(StringTab, _default.overhead, sleByte, VER(8)),
MKLINE(StringTab, no_talk_anim, sleByte, VER(8)),
MKLINE(StringTab, _default.no_talk_anim, sleByte, VER(8)),
MKLINE(StringTab, wrapping, sleByte, VER(71)),
MKLINE(StringTab, _default.wrapping, sleByte, VER(71)),
MKEND()
};
const SaveLoadEntry colorCycleEntries[] = {
MKLINE(ColorCycle, delay, sleUint16, VER(8)),
MKLINE(ColorCycle, counter, sleUint16, VER(8)),
MKLINE(ColorCycle, flags, sleUint16, VER(8)),
MKLINE(ColorCycle, start, sleByte, VER(8)),
MKLINE(ColorCycle, end, sleByte, VER(8)),
MKEND()
};
const SaveLoadEntry scaleSlotsEntries[] = {
MKLINE(ScaleSlot, x1, sleUint16, VER(13)),
MKLINE(ScaleSlot, y1, sleUint16, VER(13)),
MKLINE(ScaleSlot, scale1, sleUint16, VER(13)),
MKLINE(ScaleSlot, x2, sleUint16, VER(13)),
MKLINE(ScaleSlot, y2, sleUint16, VER(13)),
MKLINE(ScaleSlot, scale2, sleUint16, VER(13)),
MKEND()
};
// MSVC6 FIX (Jamieson630):
// MSVC6 has a problem with any notation that involves
// more than one set of double colons ::
// The following MKLINE macros expand to such things
// as AudioCDManager::Status::playing, and MSVC6 has
// a fit with that. This typedef simplifies the notation
// to something MSVC6 can grasp.
typedef AudioCDManager::Status AudioCDManager_Status;
const SaveLoadEntry audioCDEntries[] = {
MKLINE(AudioCDManager_Status, playing, sleUint32, VER(24)),
MKLINE(AudioCDManager_Status, track, sleInt32, VER(24)),
MKLINE(AudioCDManager_Status, start, sleUint32, VER(24)),
MKLINE(AudioCDManager_Status, duration, sleUint32, VER(24)),
MKLINE(AudioCDManager_Status, numLoops, sleInt32, VER(24)),
MKEND()
};
int i;
int var120Backup;
int var98Backup;
uint8 md5Backup[16];
// MD5 Operations: Backup on load, compare, and reset.
if (s->isLoading())
memcpy(md5Backup, _gameMD5, 16);
//
// Save/load main state (many members of class ScummEngine get saved here)
//
s->saveLoadEntries(this, mainEntries);
// MD5 Operations: Backup on load, compare, and reset.
if (s->isLoading()) {
char md5str1[32+1], md5str2[32+1];
for (i = 0; i < 16; i++) {
sprintf(md5str1 + i*2, "%02x", (int)_gameMD5[i]);
sprintf(md5str2 + i*2, "%02x", (int)md5Backup[i]);
}
debug(2, "Save version: %d", s->getVersion());
debug(2, "Saved game MD5: %s", (s->getVersion() >= 39) ? md5str1 : "unknown");
if (memcmp(md5Backup, _gameMD5, 16) != 0) {
warning("Game was saved with different gamedata - you may encounter problems");
debug(1, "You have %s and save is %s.", md5str2, md5str1);
memcpy(_gameMD5, md5Backup, 16);
}
}
// Starting V14, we extended the usage bits, to be able to cope with games
// that have more than 30 actors (up to 94 are supported now, in theory).
// Since the format of the usage bits was changed by this, we have to
// convert them when loading an older savegame.
if (s->isLoading() && s->getVersion() < VER(14))
upgradeGfxUsageBits();
// When loading, reset the ShakePos. Fixes one part of bug #7141
if (s->isLoading() && s->getVersion() >= VER(10))
_system->setShakePos(0);
// When loading, move the mouse to the saved mouse position.
if (s->isLoading() && s->getVersion() >= VER(20)) {
updateCursor();
_system->warpMouse(_mouse.x, _mouse.y);
}
// Before V61, we re-used the _haveMsg flag to handle "alternative" speech
// sound files (see charset code 10).
if (s->isLoading() && s->getVersion() < VER(61)) {
if (_haveMsg == 0xFE) {
_haveActorSpeechMsg = false;
_haveMsg = 0xFF;
} else {
_haveActorSpeechMsg = true;
}
}
//
// Save/load actors
//
for (i = 0; i < _numActors; i++)
_actors[i]->saveLoadWithSerializer(s);
//
// Save/load sound data
//
_sound->saveLoadWithSerializer(s);
//
// Save/load script data
//
if (s->getVersion() < VER(9))
s->saveLoadArrayOf(vm.slot, 25, sizeof(vm.slot[0]), scriptSlotEntries);
else if (s->getVersion() < VER(20))
s->saveLoadArrayOf(vm.slot, 40, sizeof(vm.slot[0]), scriptSlotEntries);
else
s->saveLoadArrayOf(vm.slot, NUM_SCRIPT_SLOT, sizeof(vm.slot[0]), scriptSlotEntries);
if (s->getVersion() < VER(46)) {
// When loading an old savegame, make sure that the 'cycle'
// field is set to something sensible, otherwise the scripts
// that were running probably won't be.
for (i = 0; i < NUM_SCRIPT_SLOT; i++) {
vm.slot[i].cycle = 1;
}
}
//
// Save/load local objects
//
s->saveLoadArrayOf(_objs, _numLocalObjects, sizeof(_objs[0]), objectEntries);
if (s->isLoading()) {
if (s->getVersion() < VER(13)) {
// Since roughly v13 of the save games, the objs storage has changed a bit
for (i = _numObjectsInRoom; i < _numLocalObjects; i++)
_objs[i].obj_nr = 0;
} else if (_game.version == 0 && s->getVersion() < VER(91)) {
for (i = 0; i < _numLocalObjects; i++) {
// Merge object id and type (previously stored in flags)
if (_objs[i].obj_nr != 0 && OBJECT_V0_TYPE(_objs[i].obj_nr) == 0 && _objs[i].flags != 0)
_objs[i].obj_nr = OBJECT_V0(_objs[i].obj_nr, _objs[i].flags);
_objs[i].flags = 0;
}
}
}
//
// Save/load misc stuff
//
s->saveLoadArrayOf(_verbs, _numVerbs, sizeof(_verbs[0]), verbEntries);
s->saveLoadArrayOf(vm.nest, 16, sizeof(vm.nest[0]), nestedScriptEntries);
s->saveLoadArrayOf(_sentence, 6, sizeof(_sentence[0]), sentenceTabEntries);
s->saveLoadArrayOf(_string, 6, sizeof(_string[0]), stringTabEntries);
s->saveLoadArrayOf(_colorCycle, 16, sizeof(_colorCycle[0]), colorCycleEntries);
if (s->getVersion() >= VER(13))
s->saveLoadArrayOf(_scaleSlots, 20, sizeof(_scaleSlots[0]), scaleSlotsEntries);
//
// Save/load resources
//
ResType type;
ResId idx;
if (s->getVersion() >= VER(26)) {
// New, more robust resource save/load system. This stores the type
// and index of each resource. Thus if we increase e.g. the maximum
// number of script resources, savegames won't break.
if (s->isSaving()) {
for (type = rtFirst; type <= rtLast; type = ResType(type + 1)) {
if (_res->_types[type]._mode != kStaticResTypeMode && type != rtTemp && type != rtBuffer) {
s->saveUint16(type); // Save the res type...
for (idx = 0; idx < _res->_types[type].size(); idx++) {
// Only save resources which actually exist...
if (_res->_types[type][idx]._address) {
s->saveUint16(idx); // Save the index of the resource
saveResource(s, type, idx);
}
}
s->saveUint16(0xFFFF); // End marker
}
}
s->saveUint16(0xFFFF); // End marker
} else {
uint16 tmp;
while ((tmp = s->loadUint16()) != 0xFFFF) {
type = (ResType)tmp;
while ((idx = s->loadUint16()) != 0xFFFF) {
assert(idx < _res->_types[type].size());
loadResource(s, type, idx);
}
}
}
} else {
// Old, fragile resource save/load system. Doesn't save resources
// with index 0, and breaks whenever we change the limit on a given
// resource type.
for (type = rtFirst; type <= rtLast; type = ResType(type + 1))
if (_res->_types[type]._mode != kStaticResTypeMode && type != rtTemp && type != rtBuffer) {
// For V1-V5 games, there used to be no object name resources.
// At some point this changed. But since old savegames rely on
// unchanged resource counts, we have to hard code the following check
if (_game.version < 6 && type == rtObjectName)
continue;
for (idx = 1; idx < _res->_types[type].size(); idx++)
loadResourceOLD(s, type, idx);
}
}
//
// Save/load global object state
//
s->saveLoadArrayOf(_objectOwnerTable, _numGlobalObjects, sizeof(_objectOwnerTable[0]), sleByte);
s->saveLoadArrayOf(_objectStateTable, _numGlobalObjects, sizeof(_objectStateTable[0]), sleByte);
if (_objectRoomTable)
s->saveLoadArrayOf(_objectRoomTable, _numGlobalObjects, sizeof(_objectRoomTable[0]), sleByte);
//
// Save/load palette data
// Don't save 16 bit palette in FM-Towns and PCE games, since it gets regenerated afterwards anyway.
if (_16BitPalette && !(_game.platform == Common::kPlatformFMTowns && s->getVersion() < VER(82)) && !((_game.platform == Common::kPlatformFMTowns || _game.platform == Common::kPlatformPCEngine) && s->getVersion() > VER(87))) {
s->saveLoadArrayOf(_16BitPalette, 512, sizeof(_16BitPalette[0]), sleUint16);
}
// FM-Towns specific (extra palette data, color cycle data, etc.)
// In earlier save game versions (below 87) the FM-Towns specific data would get saved (and loaded) even in non FM-Towns games.
// This would cause an unnecessary save file incompatibility between DS (which uses the DISABLE_TOWNS_DUAL_LAYER_MODE setting)
// and other ports.
// In version 88 and later the save files from FM-Towns targets are compatible between DS and other platforms, too.
#ifdef DISABLE_TOWNS_DUAL_LAYER_MODE
byte hasTownsData = 0;
if (_game.platform == Common::kPlatformFMTowns && s->getVersion() > VER(87))
s->saveLoadArrayOf(&hasTownsData, 1, sizeof(byte), sleByte);
if (hasTownsData) {
// Skip FM-Towns specific data
for (i = 69 * sizeof(uint8) + 44 * sizeof(int16); i; i--)
s->loadByte();
}
#else
byte hasTownsData = ((_game.platform == Common::kPlatformFMTowns && s->getVersion() >= VER(87)) || (s->getVersion() >= VER(82) && s->getVersion() < VER(87))) ? 1 : 0;
if (_game.platform == Common::kPlatformFMTowns && s->getVersion() > VER(87))
s->saveLoadArrayOf(&hasTownsData, 1, sizeof(byte), sleByte);
if (hasTownsData) {
const SaveLoadEntry townsFields[] = {
MKLINE(Common::Rect, left, sleInt16, VER(82)),
MKLINE(Common::Rect, top, sleInt16, VER(82)),
MKLINE(Common::Rect, right, sleInt16, VER(82)),
MKLINE(Common::Rect, bottom, sleInt16, VER(82)),
MKEND()
};
const SaveLoadEntry townsExtraEntries[] = {
MKLINE(ScummEngine, _townsOverrideShadowColor, sleUint8, VER(82)),
MKLINE(ScummEngine, _numCyclRects, sleUint8, VER(82)),
MKLINE(ScummEngine, _townsPaletteFlags, sleUint8, VER(82)),
MKLINE(ScummEngine, _townsClearLayerFlag, sleUint8, VER(82)),
MKLINE(ScummEngine, _townsActiveLayerFlags, sleUint8, VER(82)),
MKEND()
};
s->saveLoadArrayOf(_textPalette, 48, sizeof(_textPalette[0]), sleUint8);
s->saveLoadArrayOf(_cyclRects, 10, sizeof(_cyclRects[0]), townsFields);
s->saveLoadArrayOf(&_curStringRect, 1, sizeof(_curStringRect), townsFields);
s->saveLoadArrayOf(_townsCharsetColorMap, 16, sizeof(_townsCharsetColorMap[0]), sleUint8);
s->saveLoadEntries(this, townsExtraEntries);
} else if (_game.platform == Common::kPlatformFMTowns && s->getVersion() >= VER(82)) {
warning("Save file is missing FM-Towns specific graphic data (game was apparently saved on another platform)");
}
#endif
if (_shadowPaletteSize) {
s->saveLoadArrayOf(_shadowPalette, _shadowPaletteSize, 1, sleByte);
// _roomPalette didn't show up until V21 save games
// Note that we also save the room palette for Indy4 Amiga, since it
// is used as palette map there too, but we do so slightly a bit
// further down to group it with the other special palettes needed.
if (s->getVersion() >= VER(21) && _game.version < 5)
s->saveLoadArrayOf(_roomPalette, sizeof(_roomPalette), 1, sleByte);
}
// PalManip data was not saved before V10 save games
if (s->getVersion() < VER(10))
_palManipCounter = 0;
if (_palManipCounter) {
if (!_palManipPalette)
_palManipPalette = (byte *)calloc(0x300, 1);
if (!_palManipIntermediatePal)
_palManipIntermediatePal = (byte *)calloc(0x600, 1);
s->saveLoadArrayOf(_palManipPalette, 0x300, 1, sleByte);
s->saveLoadArrayOf(_palManipIntermediatePal, 0x600, 1, sleByte);
}
// darkenPalette was not saved before V53
if (s->isLoading() && s->getVersion() < VER(53)) {
memcpy(_darkenPalette, _currentPalette, 768);
}
// _colorUsedByCycle was not saved before V60
if (s->isLoading() && s->getVersion() < VER(60)) {
memset(_colorUsedByCycle, 0, sizeof(_colorUsedByCycle));
}
// Indy4 Amiga specific palette tables were not saved before V85
if (_game.platform == Common::kPlatformAmiga && _game.id == GID_INDY4) {
if (s->getVersion() >= 85) {
s->saveLoadArrayOf(_roomPalette, 256, 1, sleByte);
s->saveLoadArrayOf(_verbPalette, 256, 1, sleByte);
s->saveLoadArrayOf(_amigaPalette, 3 * 64, 1, sleByte);
// Starting from version 86 we also save the first used color in
// the palette beyond the verb palette. For old versions we just
// look for it again, which hopefully won't cause any troubles.
if (s->getVersion() >= 86) {
s->saveLoadArrayOf(&_amigaFirstUsedColor, 1, 2, sleUint16);
} else {
amigaPaletteFindFirstUsedColor();
}
} else {
warning("Save with old Indiana Jones 4 Amiga palette handling detected");
// We need to restore the internal state of the Amiga palette for Indy4
// Amiga. This might lead to graphics glitches!
setAmigaPaletteFromPtr(_currentPalette);
}
}
//
// Save/load more global object state
//
s->saveLoadArrayOf(_classData, _numGlobalObjects, sizeof(_classData[0]), sleUint32);
//
// Save/load script variables
//
var120Backup = _scummVars[120];
var98Backup = _scummVars[98];
if (s->getVersion() > VER(37))
s->saveLoadArrayOf(_roomVars, _numRoomVariables, sizeof(_roomVars[0]), sleInt32);
// The variables grew from 16 to 32 bit.
if (s->getVersion() < VER(15))
s->saveLoadArrayOf(_scummVars, _numVariables, sizeof(_scummVars[0]), sleInt16);
else
s->saveLoadArrayOf(_scummVars, _numVariables, sizeof(_scummVars[0]), sleInt32);
if (_game.id == GID_TENTACLE) // Maybe misplaced, but that's the main idea
_scummVars[120] = var120Backup;
if (_game.id == GID_INDY4)
_scummVars[98] = var98Backup;
s->saveLoadArrayOf(_bitVars, _numBitVariables >> 3, 1, sleByte);
//
// Save/load a list of the locked objects
//
if (s->isSaving()) {
for (type = rtFirst; type <= rtLast; type = ResType(type + 1))
for (idx = 1; idx < _res->_types[type].size(); idx++) {
if (_res->isLocked(type, idx)) {
s->saveByte(type);
s->saveUint16(idx);
}
}
s->saveByte(0xFF);
} else {
uint8 tmp;
while ((tmp = s->loadByte()) != 0xFF) {
type = (ResType)tmp;
idx = s->loadUint16();
_res->lock(type, idx);
}
}
//
// Save/load the Audio CD status
//
if (s->getVersion() >= VER(24)) {
AudioCDManager::Status info;
if (s->isSaving())
info = _system->getAudioCDManager()->getStatus();
s->saveLoadArrayOf(&info, 1, sizeof(info), audioCDEntries);
// If we are loading, and the music being loaded was supposed to loop
// forever, then resume playing it. This helps a lot when the audio CD
// is used to provide ambient music (see bug #788195).
if (s->isLoading() && info.playing && info.numLoops < 0)
_sound->playCDTrackInternal(info.track, info.numLoops, info.start, info.duration);
}
//
// Save/load the iMuse status
//
if (_imuse && (_saveSound || !_saveTemporaryState)) {
_imuse->save_or_load(s, this);
}
//
// Save/load music engine status
//
if (_musicEngine) {
_musicEngine->saveLoadWithSerializer(s);
}
//
// Save/load the charset renderer state
//
if (s->getVersion() >= VER(73)) {
_charset->saveLoadWithSerializer(s);
} else if (s->isLoading()) {
if (s->getVersion() == VER(72)) {
_charset->setCurID(s->loadByte());
} else {
// Before V72, the charset id wasn't saved. This used to cause issues such
// as the one described in the bug report #1722153. For these savegames,
// we reinitialize the id using a, hopefully, sane value.
_charset->setCurID(_string[0]._default.charset);
}
}
}
void ScummEngine_v0::saveOrLoad(Serializer *s) {
ScummEngine_v2::saveOrLoad(s);
const SaveLoadEntry v0Entrys[] = {
MKLINE(ScummEngine_v0, _currentMode, sleByte, VER(78)),
MKLINE(ScummEngine_v0, _currentLights, sleByte, VER(78)),
MKLINE(ScummEngine_v0, _activeVerb, sleByte, VER(92)),
MKLINE(ScummEngine_v0, _activeObject, sleUint16, VER(92)),
MKLINE(ScummEngine_v0, _activeObject2, sleUint16, VER(92)),
MKLINE(ScummEngine_v0, _cmdVerb, sleByte, VER(92)),
MKLINE(ScummEngine_v0, _cmdObject, sleUint16, VER(92)),
MKLINE(ScummEngine_v0, _cmdObject2, sleUint16, VER(92)),
MKLINE(ScummEngine_v0, _walkToObject, sleUint16, VER(92)),
MKLINE(ScummEngine_v0, _walkToObjectState, sleByte, VER(92)),
MKEND()
};
s->saveLoadEntries(this, v0Entrys);
}
void ScummEngine_v2::saveOrLoad(Serializer *s) {
ScummEngine::saveOrLoad(s);
const SaveLoadEntry v2Entrys[] = {
MKLINE(ScummEngine_v2, _inventoryOffset, sleUint16, VER(79)),
MKEND()
};
s->saveLoadEntries(this, v2Entrys);
// In old saves we didn't store _inventoryOffset -> reset it to
// a sane default when loading one of those.
if (s->getVersion() < 79 && s->isLoading()) {
_inventoryOffset = 0;
}
}
void ScummEngine_v5::saveOrLoad(Serializer *s) {
ScummEngine::saveOrLoad(s);
const SaveLoadEntry cursorEntries[] = {
MKARRAY2(ScummEngine_v5, _cursorImages[0][0], sleUint16, 16, 4, (byte *)_cursorImages[1] - (byte *)_cursorImages[0], VER(44)),
MKARRAY(ScummEngine_v5, _cursorHotspots[0], sleByte, 8, VER(44)),
MKEND()
};
// This is probably only needed for Loom.
s->saveLoadEntries(this, cursorEntries);
// Reset cursors for old FM-Towns savegames saved with 256 color setting.
// Otherwise the cursor will be messed up when displayed in the new hi color setting.
if (_game.platform == Common::kPlatformFMTowns && _outputPixelFormat.bytesPerPixel == 2 && s->isLoading() && s->getVersion() < VER(82)) {
if (_game.id == GID_LOOM) {
redefineBuiltinCursorFromChar(1, 1);
redefineBuiltinCursorHotspot(1, 0, 0);
} else {
resetCursors();
}
}
// Regenerate 16bit palette after loading.
// This avoids color issues when loading savegames that have been saved with a different ScummVM port
// that uses a different 16bit color mode than the ScummVM port which is currently used.
#ifdef USE_RGB_COLOR
if (_game.platform == Common::kPlatformPCEngine && s->isLoading()) {
for (int i = 0; i < 256; ++i)
_16BitPalette[i] = get16BitColor(_currentPalette[i * 3 + 0], _currentPalette[i * 3 + 1], _currentPalette[i * 3 + 2]);
}
#endif
}
#ifdef ENABLE_SCUMM_7_8
void ScummEngine_v7::saveOrLoad(Serializer *s) {
ScummEngine::saveOrLoad(s);
const SaveLoadEntry subtitleQueueEntries[] = {
MKARRAY(SubtitleText, text[0], sleByte, 256, VER(61)),
MKLINE(SubtitleText, charset, sleByte, VER(61)),
MKLINE(SubtitleText, color, sleByte, VER(61)),
MKLINE(SubtitleText, xpos, sleInt16, VER(61)),
MKLINE(SubtitleText, ypos, sleInt16, VER(61)),
MKLINE(SubtitleText, actorSpeechMsg, sleByte, VER(61)),
MKEND()
};
const SaveLoadEntry V7Entries[] = {
MKLINE(ScummEngine_v7, _subtitleQueuePos, sleInt32, VER(61)),
MK_OBSOLETE(ScummEngine_v7, _verbCharset, sleInt32, VER(68), VER(68)),
MKLINE(ScummEngine_v7, _verbLineSpacing, sleInt32, VER(68)),
MKEND()
};
_imuseDigital->saveOrLoad(s);
s->saveLoadArrayOf(_subtitleQueue, ARRAYSIZE(_subtitleQueue), sizeof(_subtitleQueue[0]), subtitleQueueEntries);
s->saveLoadEntries(this, V7Entries);
if (s->getVersion() <= VER(68) && s->isLoading()) {
// WORKAROUND bug #1846049: Reset the default charset color to a sane value.
_string[0]._default.charset = 1;
}
}
#endif
void ScummEngine_v60he::saveOrLoad(Serializer *s) {
ScummEngine::saveOrLoad(s);
s->saveLoadArrayOf(_arraySlot, _numArray, sizeof(_arraySlot[0]), sleByte);
}
void ScummEngine_v70he::saveOrLoad(Serializer *s) {
ScummEngine_v60he::saveOrLoad(s);
const SaveLoadEntry HE70Entries[] = {
MKLINE(ScummEngine_v70he, _heSndSoundId, sleInt32, VER(51)),
MKLINE(ScummEngine_v70he, _heSndOffset, sleInt32, VER(51)),
MKLINE(ScummEngine_v70he, _heSndChannel, sleInt32, VER(51)),
MKLINE(ScummEngine_v70he, _heSndFlags, sleInt32, VER(51)),
MKEND()
};
s->saveLoadEntries(this, HE70Entries);
}
#ifdef ENABLE_HE
void ScummEngine_v71he::saveOrLoad(Serializer *s) {
ScummEngine_v70he::saveOrLoad(s);
const SaveLoadEntry polygonEntries[] = {
MKLINE(WizPolygon, vert[0].x, sleInt16, VER(40)),
MKLINE(WizPolygon, vert[0].y, sleInt16, VER(40)),
MKLINE(WizPolygon, vert[1].x, sleInt16, VER(40)),
MKLINE(WizPolygon, vert[1].y, sleInt16, VER(40)),
MKLINE(WizPolygon, vert[2].x, sleInt16, VER(40)),
MKLINE(WizPolygon, vert[2].y, sleInt16, VER(40)),
MKLINE(WizPolygon, vert[3].x, sleInt16, VER(40)),
MKLINE(WizPolygon, vert[3].y, sleInt16, VER(40)),
MKLINE(WizPolygon, vert[4].x, sleInt16, VER(40)),
MKLINE(WizPolygon, vert[4].y, sleInt16, VER(40)),
MKLINE(WizPolygon, bound.left, sleInt16, VER(40)),
MKLINE(WizPolygon, bound.top, sleInt16, VER(40)),
MKLINE(WizPolygon, bound.right, sleInt16, VER(40)),
MKLINE(WizPolygon, bound.bottom, sleInt16, VER(40)),
MKLINE(WizPolygon, id, sleInt16, VER(40)),
MKLINE(WizPolygon, numVerts, sleInt16, VER(40)),
MKLINE(WizPolygon, flag, sleByte, VER(40)),
MKEND()
};
s->saveLoadArrayOf(_wiz->_polygons, ARRAYSIZE(_wiz->_polygons), sizeof(_wiz->_polygons[0]), polygonEntries);
}
void ScummEngine_v90he::saveOrLoad(Serializer *s) {
ScummEngine_v71he::saveOrLoad(s);
const SaveLoadEntry floodFillEntries[] = {
MKLINE(FloodFillParameters, box.left, sleInt32, VER(51)),
MKLINE(FloodFillParameters, box.top, sleInt32, VER(51)),
MKLINE(FloodFillParameters, box.right, sleInt32, VER(51)),
MKLINE(FloodFillParameters, box.bottom, sleInt32, VER(51)),
MKLINE(FloodFillParameters, x, sleInt32, VER(51)),
MKLINE(FloodFillParameters, y, sleInt32, VER(51)),
MKLINE(FloodFillParameters, flags, sleInt32, VER(51)),
MK_OBSOLETE(FloodFillParameters, unk1C, sleInt32, VER(51), VER(62)),
MKEND()
};
const SaveLoadEntry HE90Entries[] = {
MKLINE(ScummEngine_v90he, _curMaxSpriteId, sleInt32, VER(51)),
MKLINE(ScummEngine_v90he, _curSpriteId, sleInt32, VER(51)),
MKLINE(ScummEngine_v90he, _curSpriteGroupId, sleInt32, VER(51)),
MK_OBSOLETE(ScummEngine_v90he, _numSpritesToProcess, sleInt32, VER(51), VER(63)),
MKLINE(ScummEngine_v90he, _heObject, sleInt32, VER(51)),
MKLINE(ScummEngine_v90he, _heObjectNum, sleInt32, VER(51)),
MKLINE(ScummEngine_v90he, _hePaletteNum, sleInt32, VER(51)),
MKEND()
};
_sprite->saveOrLoadSpriteData(s);
s->saveLoadArrayOf(&_floodFillParams, 1, sizeof(_floodFillParams), floodFillEntries);
s->saveLoadEntries(this, HE90Entries);
}
void ScummEngine_v99he::saveOrLoad(Serializer *s) {
ScummEngine_v90he::saveOrLoad(s);
s->saveLoadArrayOf(_hePalettes, (_numPalettes + 1) * _hePaletteSlot, sizeof(_hePalettes[0]), sleUint8);
}
void ScummEngine_v100he::saveOrLoad(Serializer *s) {
ScummEngine_v99he::saveOrLoad(s);
const SaveLoadEntry HE100Entries[] = {
MKLINE(ScummEngine_v100he, _heResId, sleInt32, VER(51)),
MKLINE(ScummEngine_v100he, _heResType, sleInt32, VER(51)),
MKEND()
};
s->saveLoadEntries(this, HE100Entries);
}
#endif
void ScummEngine::loadResourceOLD(Serializer *ser, ResType type, ResId idx) {
uint32 size;
if (type == rtSound && ser->getVersion() >= VER(23)) {
// Save/load only a list of resource numbers that need to be reloaded.
if (ser->loadUint16())
ensureResourceLoaded(rtSound, idx);
} else if (_res->_types[type]._mode == kDynamicResTypeMode) {
size = ser->loadUint32();
if (size) {
_res->createResource(type, idx, size);
ser->loadBytes(getResourceAddress(type, idx), size);
if (type == rtInventory) {
_inventory[idx] = ser->loadUint16();
}
if (type == rtObjectName && ser->getVersion() >= VER(25)) {
// Paranoia: We increased the possible number of new names
// to fix bugs #933610 and #936323. The savegame format
// didn't change, but at least during the transition
// period there is a slight chance that we try to load
// more names than we have allocated space for. If so,
// discard them.
if (idx < _numNewNames)
_newNames[idx] = ser->loadUint16();
}
}
}
}
void ScummEngine::saveResource(Serializer *ser, ResType type, ResId idx) {
assert(_res->_types[type][idx]._address);
if (_res->_types[type]._mode == kDynamicResTypeMode) {
byte *ptr = _res->_types[type][idx]._address;
uint32 size = _res->_types[type][idx]._size;
ser->saveUint32(size);
ser->saveBytes(ptr, size);
if (type == rtInventory) {
ser->saveUint16(_inventory[idx]);
}
if (type == rtObjectName) {
ser->saveUint16(_newNames[idx]);
}
}
}
void ScummEngine::loadResource(Serializer *ser, ResType type, ResId idx) {
if (_game.heversion >= 60 && ser->getVersion() <= VER(65) &&
((type == rtSound && idx == 1) || (type == rtSpoolBuffer))) {
uint32 size = ser->loadUint32();
assert(size);
_res->createResource(type, idx, size);
ser->loadBytes(getResourceAddress(type, idx), size);
} else if (type == rtSound) {
// HE Games use sound resource 1 for speech
if (_game.heversion >= 60 && idx == 1)
return;
ensureResourceLoaded(rtSound, idx);
} else if (_res->_types[type]._mode == kDynamicResTypeMode) {
uint32 size = ser->loadUint32();
assert(size);
byte *ptr = _res->createResource(type, idx, size);
ser->loadBytes(ptr, size);
if (type == rtInventory) {
_inventory[idx] = ser->loadUint16();
}
if (type == rtObjectName) {
_newNames[idx] = ser->loadUint16();
}
}
}
void Serializer::saveBytes(void *b, int len) {
_saveStream->write(b, len);
}
void Serializer::loadBytes(void *b, int len) {
_loadStream->read(b, len);
}
void Serializer::saveUint32(uint32 d) {
_saveStream->writeUint32LE(d);
}
void Serializer::saveUint16(uint16 d) {
_saveStream->writeUint16LE(d);
}
void Serializer::saveByte(byte b) {
_saveStream->writeByte(b);
}
uint32 Serializer::loadUint32() {
return _loadStream->readUint32LE();
}
uint16 Serializer::loadUint16() {
return _loadStream->readUint16LE();
}
byte Serializer::loadByte() {
return _loadStream->readByte();
}
void Serializer::saveArrayOf(void *b, int len, int datasize, byte filetype) {
byte *at = (byte *)b;
uint32 data;
// speed up byte arrays
if (datasize == 1 && filetype == sleByte) {
if (len > 0) {
saveBytes(b, len);
}
return;
}
while (--len >= 0) {
if (datasize == 0) {
// Do nothing for obsolete data
data = 0;
} else if (datasize == 1) {
data = *(byte *)at;
at += 1;
} else if (datasize == 2) {
data = *(uint16 *)at;
at += 2;
} else if (datasize == 4) {
data = *(uint32 *)at;
at += 4;
} else {
error("saveArrayOf: invalid size %d", datasize);
}
switch (filetype) {
case sleByte:
saveByte((byte)data);
break;
case sleUint16:
case sleInt16:
saveUint16((int16)data);
break;
case sleInt32:
case sleUint32:
saveUint32(data);
break;
default:
error("saveArrayOf: invalid filetype %d", filetype);
}
}
}
void Serializer::loadArrayOf(void *b, int len, int datasize, byte filetype) {
byte *at = (byte *)b;
uint32 data;
// speed up byte arrays
if (datasize == 1 && filetype == sleByte) {
loadBytes(b, len);
return;
}
while (--len >= 0) {
switch (filetype) {
case sleByte:
data = loadByte();
break;
case sleUint16:
data = loadUint16();
break;
case sleInt16:
data = (int16)loadUint16();
break;
case sleUint32:
data = loadUint32();
break;
case sleInt32:
data = (int32)loadUint32();
break;
default:
error("loadArrayOf: invalid filetype %d", filetype);
}
if (datasize == 0) {
// Do nothing for obsolete data
} else if (datasize == 1) {
*(byte *)at = (byte)data;
at += 1;
} else if (datasize == 2) {
*(uint16 *)at = (uint16)data;
at += 2;
} else if (datasize == 4) {
*(uint32 *)at = data;
at += 4;
} else {
error("loadArrayOf: invalid size %d", datasize);
}
}
}
void Serializer::saveLoadArrayOf(void *b, int num, int datasize, const SaveLoadEntry *sle) {
byte *data = (byte *)b;
if (isSaving()) {
while (--num >= 0) {
saveEntries(data, sle);
data += datasize;
}
} else {
while (--num >= 0) {
loadEntries(data, sle);
data += datasize;
}
}
}
void Serializer::saveLoadArrayOf(void *b, int len, int datasize, byte filetype) {
if (isSaving())
saveArrayOf(b, len, datasize, filetype);
else
loadArrayOf(b, len, datasize, filetype);
}
void Serializer::saveLoadEntries(void *d, const SaveLoadEntry *sle) {
if (isSaving())
saveEntries(d, sle);
else
loadEntries(d, sle);
}
void Serializer::saveEntries(void *d, const SaveLoadEntry *sle) {
byte type;
byte *at;
int size;
while (sle->offs != 0xFFFF) {
at = (byte *)d + sle->offs;
size = sle->size;
type = (byte) sle->type;
if (sle->maxVersion != CURRENT_VER) {
// Skip obsolete entries
if (type & 128)
sle++;
} else {
// save entry
int columns = 1;
int rows = 1;
int rowlen = 0;
if (type & 128) {
sle++;
columns = sle->offs;
rows = sle->type;
rowlen = sle->size;
type &= ~128;
}
while (rows--) {
saveArrayOf(at, columns, size, type);
at += rowlen;
}
}
sle++;
}
}
void Serializer::loadEntries(void *d, const SaveLoadEntry *sle) {
byte type;
byte *at;
int size;
while (sle->offs != 0xFFFF) {
at = (byte *)d + sle->offs;
size = sle->size;
type = (byte) sle->type;
if (_savegameVersion < sle->minVersion || _savegameVersion > sle->maxVersion) {
// Skip entries which are not present in this save game version
if (type & 128)
sle++;
} else {
// load entry
int columns = 1;
int rows = 1;
int rowlen = 0;
if (type & 128) {
sle++;
columns = sle->offs;
rows = sle->type;
rowlen = sle->size;
type &= ~128;
}
while (rows--) {
loadArrayOf(at, columns, size, type);
at += rowlen;
}
}
sle++;
}
}
} // End of namespace Scumm
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