1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/config-manager.h"
#include "common/memstream.h"
#include "common/savefile.h"
#include "common/serializer.h"
#include "common/system.h"
#include "common/translation.h"
#include "scumm/actor.h"
#include "scumm/charset.h"
#include "scumm/imuse_digi/dimuse_engine.h"
#include "scumm/imuse/imuse.h"
#include "scumm/macgui/macgui.h"
#include "scumm/players/player_towns.h"
#include "scumm/he/intern_he.h"
#include "scumm/object.h"
#include "scumm/resource.h"
#include "scumm/scumm_v0.h"
#include "scumm/scumm_v7.h"
#include "scumm/scumm_v8.h"
#include "scumm/sound.h"
#include "scumm/he/sprite_he.h"
#include "scumm/verbs.h"
#include "backends/audiocd/audiocd.h"
#include "graphics/thumbnail.h"
#include "gui/message.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 CURRENT_VER 121
#define INFOSECTION_VERSION 2
#pragma mark -
Common::Error ScummEngine::loadGameState(int slot) {
requestLoad(slot);
return Common::kNoError;
}
bool ScummEngine::canLoadGameStateCurrently(Common::U32String *msg) {
if (!_setupIsComplete)
return false;
// 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 #3210) 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) {
if (msg)
*msg = _("This game does not support loading from the menu. Use in-game interface");
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;
bool isOriginalMenuActive = isUsingOriginalGUI() && _mainMenuIsActive;
if (_game.version <= 3) {
int saveRoom = -1;
int saveMenuScript = -1;
if (_game.id == GID_MANIAC) {
saveRoom = 50;
if (_game.version == 0) {
saveMenuScript = 2;
} else {
saveMenuScript = _game.version == 1 ? 162 : 163;
}
} else if (_game.id == GID_ZAK) {
saveRoom = 50;
saveMenuScript = (_game.version == 3) ? 169 : 7;
} else if (_game.id == GID_INDY3) {
saveRoom = 14;
saveMenuScript = 9;
} else if (_game.id == GID_LOOM) {
saveRoom = 70;
saveMenuScript = (_game.platform == Common::kPlatformFMTowns) ? 42 : 4;
}
// Also deny persistence operations while the script opening the save menu is running...
isOriginalMenuActive = _currentRoom == saveRoom || vm.slot[_currentScript].number == saveMenuScript;
}
return (VAR_MAINMENU_KEY == 0xFF || VAR(VAR_MAINMENU_KEY) != 0) && !isOriginalMenuActive;
}
Common::Error ScummEngine::saveGameState(int slot, const Common::String &desc, bool isAutosave) {
requestSave(slot, desc);
return Common::kNoError;
}
bool ScummEngine::canSaveGameStateCurrently(Common::U32String *msg) {
if (!_setupIsComplete)
return false;
// 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 #3210) 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) {
if (msg)
*msg = _("This game does not support saving from the menu. Use in-game interface");
return false;
}
#ifdef ENABLE_SCUMM_7_8
// COMI always disables saving/loading (to tell the truth:
// the main menu) via its scripts, thus we need to make an
// exception here, and always enable it unless we're on the
// original save/load screen. This the same forced overwriting
// of the script decisions as in ScummEngine::processKeyboard.
// Also, disable saving when a SAN video is playing.
if (_game.version >= 7 && ((ScummEngine_v7 *)this)->isSmushActive())
return false;
if (_game.id == GID_CMI)
return _currentRoom != 92;
#endif
bool isOriginalMenuActive = isUsingOriginalGUI() && _mainMenuIsActive;
if (_game.version <= 3) {
int saveRoom = -1;
int saveMenuScript = -1;
if (_game.id == GID_MANIAC) {
saveRoom = 50;
if (_game.version == 0) {
saveMenuScript = 2;
} else {
saveMenuScript = _game.version == 1 ? 162 : 163;
}
} else if (_game.id == GID_ZAK) {
saveRoom = 50;
saveMenuScript = (_game.version == 3) ? 169 : 7;
} else if (_game.id == GID_INDY3) {
saveRoom = 14;
saveMenuScript = 9;
} else if (_game.id == GID_LOOM) {
saveRoom = 70;
saveMenuScript = (_game.platform == Common::kPlatformFMTowns) ? 42 : 4;
}
// Also deny persistence operations while the script opening the save menu is running...
isOriginalMenuActive = _currentRoom == saveRoom || (_currentScript != 0xFF && vm.slot[_currentScript].number == saveMenuScript);
}
// 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)) && !isOriginalMenuActive;
}
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
}
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;
}
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');
}
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
void ScummEngine::copyHeapSaveGameToFile(int slot, const char *saveName) {
Common::String fileName;
SaveGameHeader hdr;
bool saveFailed = false;
Common::SeekableReadStream *heapSaveFile = openSaveFileForReading(1, true, fileName);
saveFailed = !loadAndCheckSaveGameHeader(heapSaveFile, _game.heversion, hdr);
Common::WriteStream *saveFile = openSaveFileForWriting(slot, false, fileName);
if (!saveFile) {
saveFailed = true;
} else {
Common::String temp = Common::U32String(saveName, getDialogCodePage()).encode(Common::kUtf8);
Common::strlcpy(hdr.name, temp.c_str(), sizeof(hdr.name));
saveSaveGameHeader(saveFile, hdr);
heapSaveFile->seek(sizeof(hdr), SEEK_SET);
while (!heapSaveFile->eos()) {
byte b = heapSaveFile->readByte();
saveFile->writeByte(b);
}
saveFile->finalize();
if (saveFile->err())
saveFailed = true;
delete saveFile;
}
if (saveFailed)
debug(1, "State save as '%s' FAILED", fileName.c_str());
else
debug(1, "State saved as '%s'", fileName.c_str());
}
#ifdef ENABLE_SCUMM_7_8
void ScummEngine_v8::stampShotEnqueue(int slot, int boxX, int boxY, int boxWidth, int boxHeight, int brightness) {
if (_stampShotsInQueue >= (int)ARRAYSIZE(_stampShots))
error("ScummEngine_v8::stampShotEnqueue(): overflow in the queue");
_stampShots[_stampShotsInQueue].slot = slot;
_stampShots[_stampShotsInQueue].boxX = boxX;
_stampShots[_stampShotsInQueue].boxY = boxY;
_stampShots[_stampShotsInQueue].boxWidth = boxWidth;
_stampShots[_stampShotsInQueue].boxHeight = boxHeight;
_stampShots[_stampShotsInQueue].brightness = brightness;
_stampShotsInQueue++;
}
void ScummEngine_v8::stampShotDequeue() {
for (int i = 0; i < _stampShotsInQueue; i++) {
stampScreenShot(
_stampShots[i].slot,
_stampShots[i].boxX,
_stampShots[i].boxY,
_stampShots[i].boxWidth,
_stampShots[i].boxHeight,
_stampShots[i].brightness);
}
_stampShotsInQueue = 0;
}
void ScummEngine_v8::stampScreenShot(int slot, int boxX, int boxY, int boxWidth, int boxHeight, int brightness) {
int pixelX, pixelY;
int color, pixelColor, rgb;
int heightSlice, widthSlice;
bool foundInternalThumbnail = false;
byte tmpPalette[256];
uint32 *thumbSurface = nullptr;
VirtScreen *vs = &_virtscr[kMainVirtScreen];
foundInternalThumbnail = fetchInternalSaveStateThumbnail(slot == 0 ? 1 : slot, slot == 0);
if (foundInternalThumbnail) {
for (int i = 0; i < 256; i++) {
rgb = _savegameThumbnailV8Palette[i];
tmpPalette[i] = remapPaletteColor(
brightness * ((rgb & 0xFF) >> 0) / 0xFF,
brightness * ((rgb & 0xFF00) >> 8) / 0xFF,
brightness * ((rgb & 0xFF0000) >> 16) / 0xFF,
-1);
}
} else {
// The savegame does not contain an internal SCUMM v8 thumbnail: fetch the default ScummVM one,
// and process it with the brightness parameter beforehand...
thumbSurface = fetchScummVMSaveStateThumbnail(slot == 0 ? 1 : slot, slot == 0, brightness);
// Fallback: this is a savegame which does not have any of the two possible,
// thumbnails so let's just show a brownish box which looks nice enough
// superimposed on the Captain's log yellowish background...
// This is some kind of last resort fallback. We shouldn't arrive here,
// but still, better safe than sorry... :-)
if (!thumbSurface) {
rgb = 0x001627;
color = remapPaletteColor(
brightness * ((rgb & 0xFF) >> 0) / 0xFF,
brightness * ((rgb & 0xFF00) >> 8) / 0xFF,
brightness * ((rgb & 0xFF0000) >> 16) / 0xFF,
-1);
// The -1 after boxHeight is done to compensate for the fact that
// we can't directly control the back and front buffers (see below)
drawBox(boxX, boxY, boxWidth, boxHeight - 1, color);
return;
}
}
// If we got here, it means we managed to fetch one of the
// thumbnails, so let's actually draw it to screen!
heightSlice = 0;
for (int i = 0; i < boxHeight; i++) {
pixelY = boxY + i;
widthSlice = 0;
for (int j = 0; j < boxWidth; j++) {
pixelX = j + boxX;
// Remember, the internal one is paletted, while the ScummVM one
// is blitted without going through a palette index...
if (foundInternalThumbnail) {
color = _savegameThumbnailV8[160 * (heightSlice / boxHeight) + (widthSlice / boxWidth)];
pixelColor = tmpPalette[color];
} else {
pixelColor = thumbSurface[160 * (heightSlice / boxHeight) + (widthSlice / boxWidth)];
}
// Draw twice; once in the frontbuffer, once in the backbuffer:
// this ensures that the lowest row of the image doesn't get overwritten
// by the blastText rect just below, containing the savegame name...
drawPixel(vs, pixelX, pixelY, pixelColor, false);
drawPixel(vs, pixelX, pixelY, pixelColor, true);
widthSlice += 160;
}
heightSlice += 120;
}
if (thumbSurface)
delete[] thumbSurface;
}
void ScummEngine_v8::createInternalSaveStateThumbnail() {
byte *tempBitmap = (byte *)malloc(_screenWidth * _screenHeight * sizeof(byte));
VirtScreen *vs = &_virtscr[kMainVirtScreen];
byte *screen = vs->getPixels(0, _screenTop);
if (tempBitmap) {
for (int i = 0; i < _screenHeight; i++) {
screen = vs->getPixels(0, _screenTop + i);
memcpy(&tempBitmap[_screenWidth * i], screen, _screenWidth * sizeof(byte));
}
for (int i = 0; i < 256; i++) {
_savegameThumbnailV8Palette[i] = getPackedRGBColorFromPalette(_currentPalette, i);
}
for (int i = 0; i < 120; i++) {
for (int j = 0; j < 160; j++) {
_savegameThumbnailV8[i * 160 + j] = tempBitmap[4 * (i * _screenWidth + j)];
}
}
free(tempBitmap);
}
}
bool ScummEngine_v8::fetchInternalSaveStateThumbnail(int slotId, bool isHeapSave) {
SaveGameHeader hdr;
Common::String filename;
Common::SeekableReadStream *in = openSaveFileForReading(slotId, isHeapSave, filename);
if (!in)
return false;
// In order to fetch the internal COMI thumbnail, we perform the same routine
// used during normal loading, stripped down to support only version 106 onwards...
if (!loadAndCheckSaveGameHeader(in, _game.heversion, hdr)) {
delete in;
return false;
}
if (hdr.ver > 0xFFFFFF)
hdr.ver = SWAP_BYTES_32(hdr.ver);
// Reject save games which do not contain the internal thumbnail...
if (hdr.ver < VER(106)) {
delete in;
return false;
}
Graphics::skipThumbnail(*in);
SaveStateMetaInfos infos;
if (!loadInfos(in, &infos)) {
warning("Info section could not be found");
delete in;
return false;
}
hdr.name[sizeof(hdr.name) - 1] = 0;
_saveLoadDescription = hdr.name;
// Now do the actual loading
Common::Serializer ser(in, nullptr);
ser.setVersion(hdr.ver);
ser.syncArray(_savegameThumbnailV8, 19200, Common::Serializer::Byte, VER(106));
ser.syncArray(_savegameThumbnailV8Palette, 256, Common::Serializer::Uint32LE, VER(106));
delete in;
return true;
}
uint32 *ScummEngine_v8::fetchScummVMSaveStateThumbnail(int slotId, bool isHeapSave, int brightness) {
Common::String filename;
Graphics::Surface *thumbnailSurface;
// Perform the necessary steps to arrive at the thumbnail section of the save file...
Common::SeekableReadStream *in = openSaveFileForReading(slotId, isHeapSave, filename);
if (in) {
// We don't perform checks on the header: if we're here it means that the
// savestate follows the correct format and it is loadable.
in->skip(sizeof(uint32) * 3 + sizeof(SaveGameHeader::name));
// Load the thumbnail.
// We're under the assumption that its resolution will always be 160x120,
// which is a fourth of the original 640x480 internal resolution, so there's
// no need to scale the surface.
bool thumbSuccess = Graphics::loadThumbnail(*in, thumbnailSurface);
delete in;
if (thumbSuccess) {
// Now take the pixels from the surface, extract the RGB components, process them
// with the brightness parameter, and store them in an appropriate structure
// which the SCUMM graphics pipeline can use...
byte r = 0, g = 0, b = 0;
byte bpp = thumbnailSurface->format.bpp();
uint32 *processedThumbnail = new uint32[thumbnailSurface->w * thumbnailSurface->h];
for (int i = 0; i < thumbnailSurface->h; i++) {
for (int j = 0; j < thumbnailSurface->w; j++) {
if (bpp == 32) {
uint32 *ptr = (uint32 *)thumbnailSurface->getBasePtr(j, i);
thumbnailSurface->format.colorToRGB(*ptr, r, g, b);
} else if (bpp == 16) {
uint16 *ptr = (uint16 *)thumbnailSurface->getBasePtr(j, i);
thumbnailSurface->format.colorToRGB(*ptr, r, g, b);
} else if (bpp == 8) {
uint8 *ptr = (uint8 *)thumbnailSurface->getBasePtr(j, i);
thumbnailSurface->format.colorToRGB(*ptr, r, g, b);
}
processedThumbnail[i * thumbnailSurface->w + j] = getPaletteColorFromRGB(
_currentPalette,
brightness * r / 0xFF,
brightness * g / 0xFF,
brightness * b / 0xFF);
}
}
thumbnailSurface->free();
delete thumbnailSurface;
return processedThumbnail;
}
}
return nullptr;
}
#endif
Common::SeekableReadStream *ScummEngine::openSaveFileForReading(int slot, bool compat, Common::String &fileName) {
fileName = makeSavegameName(slot, compat);
return _saveFileMan->openForLoading(fileName);
}
Common::SeekableWriteStream *ScummEngine::openSaveFileForWriting(int slot, bool compat, Common::String &fileName) {
fileName = makeSavegameName(slot, compat);
return _saveFileMan->openForSaving(fileName);
}
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__)
if (isUsingOriginalGUI() && _mainMenuIsActive) {
Graphics::saveThumbnail(*out, _savegameThumbnail);
} else {
Graphics::saveThumbnail(*out);
}
#endif
saveInfos(out);
Common::Serializer ser(nullptr, out);
ser.setVersion(CURRENT_VER);
saveLoadWithSerializer(ser);
return true;
}
bool ScummEngine::saveState(int slot, bool compat, Common::String &filename) {
bool saveFailed = false;
if (_game.heversion != 0)
_sound->stopAllSounds();
// We can't just use _saveTemporaryState here, because at
// this point it might not contain an updated value.
_pauseSoundsDuringSave = !compat;
PauseToken pt = pauseEngine();
_pauseSoundsDuringSave = 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());
return !saveFailed;
}
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 a 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;
// Set to 0 during load to minimize stuttering
if (_musicEngine && !compat)
_musicEngine->setMusicVolume(0);
// 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 #8316.
//
// 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.
//
// HE games explicitly do not stop sounds when loading a "heap save",
// under version 80!
if ((!_imuse || _saveSound || !compat) &&
!(compat && _game.heversion < 80)) {
_sound->stopAllSounds();
} else if (compat && !_imuseDigital && _game.heversion == 0) {
// Still, we have to stop the talking sound even
// if the save state is temporary.
_sound->stopTalkSound();
}
#ifdef ENABLE_SCUMM_7_8
if (_imuseDigital) {
_imuseDigital->stopAllSounds();
}
#endif
_sound->stopCD();
if (!_saveTemporaryState)
_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 unforeseen 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
//
Common::Serializer ser(in, nullptr);
ser.setVersion(hdr.ver);
saveLoadWithSerializer(ser);
delete in;
// 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 #1191: 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
_defaultTextSpeed /= 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;
#ifdef ENABLE_SCUMM_7_8
// Remove any blastText/blastObject leftovers
if (_game.version >= 7) {
((ScummEngine_v6 *)this)->removeBlastObjects();
((ScummEngine_v7 *)this)->removeBlastTexts();
}
if (_game.version == 8 && isUsingOriginalGUI()) {
// If we are loading a savegame from the ScummVM launcher these two
// variables are going to be unassigned, since the game does not save these
((ScummEngine_v8 *)this)->setKeyScriptVars(0x13B, 0x1C0);
}
#endif
// 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;
if (_macScreen)
_macScreen->fillRect(Common::Rect(_macScreen->w, _macScreen->h), 0);
clearTextSurface();
if (_macGui)
_macGui->resetAfterLoad();
_lastCodePtr = nullptr;
_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);
_sound->restoreAfterLoad();
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 = nullptr;
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;
}
Common::U32String temp(desc.c_str(), Common::kUtf8);
desc = temp.encode(getDialogCodePage());
return result;
}
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)) {
if (!Graphics::loadThumbnail(*in, thumbnail)) {
return false;
}
}
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);
}
static void syncWithSerializer(Common::Serializer &s, ObjectData &od) {
s.syncAsUint32LE(od.OBIMoffset, VER(8));
s.syncAsUint32LE(od.OBCDoffset, VER(8));
s.syncAsUint16LE(od.walk_x, VER(8));
s.syncAsUint16LE(od.walk_y, VER(8));
s.syncAsUint16LE(od.obj_nr, VER(8));
s.syncAsSint16LE(od.x_pos, VER(8));
s.syncAsSint16LE(od.y_pos, VER(8));
s.syncAsUint16LE(od.width, VER(8));
s.syncAsUint16LE(od.height, VER(8));
s.syncAsByte(od.actordir, VER(8));
s.syncAsByte(od.parentstate, VER(8));
s.syncAsByte(od.parent, VER(8));
s.syncAsByte(od.state, VER(8));
s.syncAsByte(od.fl_object_index, VER(8));
s.syncAsByte(od.flags, VER(46));
}
static void syncWithSerializer(Common::Serializer &s, VerbSlot &vs, bool isV7orISR) {
s.syncAsSint16LE(!isV7orISR ? vs.curRect.left : vs.origLeft, VER(8));
s.syncAsSint16LE(vs.curRect.top, VER(8));
s.syncAsSint16LE(vs.curRect.right, VER(8));
s.syncAsSint16LE(vs.curRect.bottom, VER(8));
s.syncAsSint16LE(vs.oldRect.left, VER(8));
s.syncAsSint16LE(vs.oldRect.top, VER(8));
s.syncAsSint16LE(vs.oldRect.right, VER(8));
s.syncAsSint16LE(vs.oldRect.bottom, VER(8));
s.syncAsByte(vs.verbid, VER(8), VER(11));
s.syncAsSint16LE(vs.verbid, VER(12));
s.syncAsByte(vs.color, VER(8));
s.syncAsByte(vs.hicolor, VER(8));
s.syncAsByte(vs.dimcolor, VER(8));
s.syncAsByte(vs.bkcolor, VER(8));
s.syncAsByte(vs.type, VER(8));
s.syncAsByte(vs.charset_nr, VER(8));
s.syncAsByte(vs.curmode, VER(8));
s.syncAsByte(vs.saveid, VER(8));
s.syncAsByte(vs.key, VER(8));
s.syncAsByte(vs.center, VER(8));
s.syncAsByte(vs.prep, VER(8));
s.syncAsUint16LE(vs.imgindex, VER(8));
if (isV7orISR && s.isLoading() && s.getVersion() >= 8)
vs.curRect.left = vs.origLeft;
}
static void syncWithSerializerDef(Common::Serializer &s, VerbSlot &vs) {
syncWithSerializer(s, vs, false);
}
static void syncWithSerializerV7orISR(Common::Serializer &s, VerbSlot &vs) {
syncWithSerializer(s, vs, true);
}
static void syncWithSerializer(Common::Serializer &s, ScriptSlot &ss) {
s.syncAsUint32LE(ss.offs, VER(8));
s.syncAsSint32LE(ss.delay, VER(8));
s.syncAsUint16LE(ss.number, VER(8));
s.syncAsUint16LE(ss.delayFrameCount, VER(8));
s.syncAsByte(ss.status, VER(8));
s.syncAsByte(ss.where, VER(8));
s.syncAsByte(ss.freezeResistant, VER(8));
s.syncAsByte(ss.recursive, VER(8));
s.syncAsByte(ss.freezeCount, VER(8));
s.syncAsByte(ss.didexec, VER(8));
s.syncAsByte(ss.cutsceneOverride, VER(8));
s.syncAsByte(ss.cycle, VER(46));
s.skip(1, VER(8), VER(10)); // unk5
}
static void syncWithSerializer(Common::Serializer &s, NestedScript &ns) {
s.syncAsUint16LE(ns.number, VER(8));
s.syncAsByte(ns.where, VER(8));
s.syncAsByte(ns.slot, VER(8));
}
static void syncWithSerializer(Common::Serializer &s, SentenceTab &st) {
s.syncAsByte(st.verb, VER(8));
s.syncAsByte(st.preposition, VER(8));
s.syncAsUint16LE(st.objectA, VER(8));
s.syncAsUint16LE(st.objectB, VER(8));
s.syncAsByte(st.freezeCount, VER(8));
}
static void syncWithSerializer(Common::Serializer &s, StringTab &st) {
s.syncAsSint16LE(st.xpos, VER(8));
s.syncAsSint16LE(st._default.xpos, VER(8));
s.syncAsSint16LE(st.ypos, VER(8));
s.syncAsSint16LE(st._default.ypos, VER(8));
s.syncAsSint16LE(st.right, VER(8));
s.syncAsSint16LE(st._default.right, VER(8));
s.syncAsSByte(st.color, VER(8));
s.syncAsSByte(st._default.color, VER(8));
s.syncAsSByte(st.charset, VER(8));
s.syncAsSByte(st._default.charset, VER(8));
s.syncAsByte(st.center, VER(8));
s.syncAsByte(st._default.center, VER(8));
s.syncAsByte(st.overhead, VER(8));
s.syncAsByte(st._default.overhead, VER(8));
s.syncAsByte(st.no_talk_anim, VER(8));
s.syncAsByte(st._default.no_talk_anim, VER(8));
s.syncAsByte(st.wrapping, VER(71));
s.syncAsByte(st._default.wrapping, VER(71));
}
static void syncWithSerializer(Common::Serializer &s, ColorCycle &cc) {
s.syncAsUint16LE(cc.delay, VER(8));
s.syncAsUint16LE(cc.counter, VER(8));
s.syncAsUint16LE(cc.flags, VER(8));
s.syncAsByte(cc.start, VER(8));
s.syncAsByte(cc.end, VER(8));
}
void syncWithSerializer(Common::Serializer &s, ScummEngine::ScaleSlot &ss) {
s.syncAsUint16LE(ss.x1, VER(13));
s.syncAsUint16LE(ss.y1, VER(13));
s.syncAsUint16LE(ss.scale1, VER(13));
s.syncAsUint16LE(ss.x2, VER(13));
s.syncAsUint16LE(ss.y2, VER(13));
s.syncAsUint16LE(ss.scale2, VER(13));
}
static void syncWithSerializer(Common::Serializer &s, AudioCDManager::Status &as) {
s.syncAsUint32LE(as.playing, VER(24));
s.syncAsSint32LE(as.track, VER(24));
s.syncAsUint32LE(as.start, VER(24));
s.syncAsUint32LE(as.duration, VER(24));
s.syncAsSint32LE(as.numLoops, VER(24));
}
static void syncWithSerializer(Common::Serializer &s, Common::Rect &rect) {
s.syncAsSint16LE(rect.left);
s.syncAsSint16LE(rect.top);
s.syncAsSint16LE(rect.right);
s.syncAsSint16LE(rect.bottom);
}
template <typename T, size_t N, size_t M>
static void sync2DArray(Common::Serializer &s, T (&array)[N][M], const size_t dim1, const size_t dim2, void (*serializer)(Common::Serializer &, T &), Common::Serializer::Version minVersion = 0, Common::Serializer::Version maxVersion = Common::Serializer::kLastVersion) {
if (s.getVersion() < minVersion || s.getVersion() > maxVersion) {
return;
}
assert(dim1 <= N);
assert(dim2 <= M);
for (size_t i = 0; i < dim1; ++i) {
for (size_t j = 0; j < dim2; ++j) {
serializer(s, array[i][j]);
}
}
}
bool ScummEngine::changeSavegameName(int slot, char *newName) {
Common::String filename;
SaveGameHeader hdr;
// In order to do this, we're going to:
// - Open the savegame file;
// - Load its header and check if there's a necessity to change the name or not;
// - Construct a new header;
// - Build a buffer with the remaining data of the savestate and then close the input:
// stream: this is done since we are not copying data from one file to another, but we
// are performing an intervention on a single file;
// - Open the output stream for the same file;
// - Save the new header and then pour the data buffer in the stream;
// - Finalize the stream.
Common::SeekableReadStream *in = openSaveFileForReading(slot, false, filename);
if (!in) {
warning("ScummEngine::changeSavegameName(): Could not open savegame '%s', aborting...", filename.c_str());
return false;
}
if (!loadSaveGameHeader(in, hdr)) {
warning("ScummEngine::changeSavegameName(): Invalid savegame '%s', aborting...", filename.c_str());
delete in;
return false;
}
if (!scumm_strnicmp(newName, hdr.name, sizeof(hdr.name))) {
// No name to change, abort...
delete in;
return true;
}
Common::strlcpy(hdr.name, newName, sizeof(hdr.name));
size_t bufferSizeNoHdr = in->size() - sizeof(hdr);
byte *saveBuffer = (byte *)malloc(bufferSizeNoHdr * sizeof(byte));
if (!saveBuffer) {
warning("ScummEngine::changeSavegameName(): Couldn't create save buffer, aborting...");
delete in;
return false;
}
in->seek(sizeof(hdr), SEEK_SET);
for (uint i = 0; i < (uint)bufferSizeNoHdr; i++) {
saveBuffer[i] = in->readByte();
if (in->err()) {
warning("ScummEngine::changeSavegameName(): Error in input file stream, aborting...");
delete in;
free(saveBuffer);
return false;
}
}
delete in;
Common::WriteStream *out = openSaveFileForWriting(slot, false, filename);
if (!out) {
warning("ScummEngine::changeSavegameName(): Couldn't open output file, aborting...");
free(saveBuffer);
return false;
}
saveSaveGameHeader(out, hdr);
for (uint i = 0; i < (uint)bufferSizeNoHdr; i++) {
out->writeByte(saveBuffer[i]);
if (out->err()) {
warning("ScummEngine::changeSavegameName(): Error in output file stream, aborting...");
free(saveBuffer);
delete out;
return false;
}
}
out->finalize();
if (out->err()) {
warning("ScummEngine::changeSavegameName(): Error in output file stream after finalizing...");
free(saveBuffer);
delete out;
return false;
}
free(saveBuffer);
delete out;
return true;
}
void ScummEngine::saveLoadWithSerializer(Common::Serializer &s) {
int i;
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.syncBytes(_gameMD5, sizeof(_gameMD5), VER(39));
s.skip(2, VER(8), VER(50)); // _roomWidth
s.skip(2, VER(8), VER(50)); // _roomHeight
s.skip(4, VER(8), VER(50)); // _ENCD_offs
s.skip(4, VER(8), VER(50)); // _EXCD_offs
s.skip(4, VER(8), VER(50)); // _IM00_offs
s.skip(4, VER(8), VER(50)); // _CLUT_offs
s.skip(4, VER(8), VER(9)); // _EPAL_offs
s.skip(4, VER(8), VER(50)); // _PALS_offs
s.syncAsByte(_curPalIndex, VER(8));
s.syncAsByte(_currentRoom, VER(8));
s.syncAsByte(_roomResource, VER(8));
s.syncAsByte(_numObjectsInRoom, VER(8));
s.syncAsByte(_currentScript, VER(8));
s.skip(4 * _numLocalScripts, VER(8), VER(50)); // _localScriptOffsets
// 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.
sync2DArray(s, vm.localvar, 25, 17, Common::Serializer::Uint16LE, VER(8), VER(8));
sync2DArray(s, vm.localvar, 40, 17, Common::Serializer::Uint16LE, VER(9), VER(14));
// We used to save 25 * 40 = 1000 blocks; but actually, each 'row consisted of 26 entry,
// i. 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.
sync2DArray(s, vm.localvar, 38, 26, Common::Serializer::Uint16LE, VER(15), VER(17));
s.skip(2 * 12, VER(15), VER(17));
// This was the first proper multi dimensional version of the localvars, with 32 bit values
sync2DArray(s, vm.localvar, 40, 26, Common::Serializer::Uint32LE, VER(18), VER(19));
// Then we doubled the script slots again, from 40 to 80
sync2DArray(s, vm.localvar, NUM_SCRIPT_SLOT, 26, Common::Serializer::Uint32LE, VER(20));
s.syncBytes(_resourceMapper, 128, VER(8));
s.syncBytes(_charsetColorMap, 16, VER(8));
// _charsetData grew from 10*16, to 15*16, to 23*16 bytes
for (i = 0; i < 10; ++i) {
s.syncBytes(_charsetData[i], 16, VER(8));
}
for (; i < 15; ++i) {
s.syncBytes(_charsetData[i], 16, VER(10));
}
for (; i < 23; ++i) {
s.syncBytes(_charsetData[i], 16, VER(67));
}
s.skip(2, VER(8), VER(62)); // _curExecScript
s.syncAsSint16LE(camera._dest.x, VER(8));
s.syncAsSint16LE(camera._dest.y, VER(8));
s.syncAsSint16LE(camera._cur.x, VER(8));
s.syncAsSint16LE(camera._cur.y, VER(8));
if (_game.platform == Common::kPlatformFMTowns)
// WORKAROUND: FM-TOWNS original _screenHeight is 240. if we use trim_fmtowns_to_200_pixels, it's reduced to 200
// camera's y is always half of the screen. in order to share save games between the two modes, we need to update the y
camera._cur.y = _screenHeight / 2;
s.syncAsSint16LE(camera._last.x, VER(8));
s.syncAsSint16LE(camera._last.y, VER(8));
s.syncAsSint16LE(camera._accel.x, VER(8));
s.syncAsSint16LE(camera._accel.y, VER(8));
s.syncAsSint16LE(_screenStartStrip, VER(8));
s.syncAsSint16LE(_screenEndStrip, VER(8));
s.syncAsByte(camera._mode, VER(8));
s.syncAsByte(camera._follows, VER(8));
s.syncAsSint16LE(camera._leftTrigger, VER(8));
s.syncAsSint16LE(camera._rightTrigger, VER(8));
s.syncAsUint16LE(camera._movingToActor, VER(8));
s.syncAsByte(_cameraIsFrozen, VER(108));
// Old stuff for Mac versions, see below...
s.skip(2, VER(112), VER(121)); // Old _screenDrawOffset
s.syncAsByte(_useMacScreenCorrectHeight, VER(112));
// Post-load fix for some savegame versions which offset the engine elements
// instead of offsetting the final screen texture and the mouse coordinates...
if (s.isLoading()) {
if (_game.version == 3 && _game.platform == Common::kPlatformMacintosh && s.getVersion() >= VER(112) && s.getVersion() < VER(121)) {
camera._cur.y -= 20;
camera._last.y -= 20;
}
}
s.syncAsByte(_actorToPrintStrFor, VER(8));
s.syncAsByte(_charsetColor, VER(8));
// _charsetBufPos was changed from byte to int
s.syncAsByte(_charsetBufPos, VER(8), VER(9));
s.syncAsSint16LE(_charsetBufPos, VER(10));
s.syncAsByte(_haveMsg, VER(8));
s.syncAsByte(_haveActorSpeechMsg, VER(61));
s.syncAsByte(_useTalkAnims, VER(8));
s.syncAsSint16LE(_talkDelay, VER(8));
s.syncAsSint16LE(_defaultTextSpeed, VER(8));
s.skip(2, VER(8), VER(27)); // _numInMsgStack
s.syncAsByte(_sentenceNum, VER(8));
s.syncAsByte(vm.cutSceneStackPointer, VER(8));
s.syncArray(vm.cutScenePtr, 5, Common::Serializer::Uint32LE, VER(8));
s.syncBytes(vm.cutSceneScript, 5, VER(8));
s.syncArray(vm.cutSceneData, 5, Common::Serializer::Sint16LE, VER(8));
s.syncAsSint16LE(vm.cutSceneScriptIndex, VER(8));
s.syncAsByte(vm.numNestedScripts, VER(8));
s.syncAsByte(_userPut, VER(8));
s.syncAsUint16LE(_userState, VER(17));
s.syncAsByte(_cursor.state, VER(8));
s.skip(1, VER(8), VER(20)); // _gdi->_cursorActive
s.syncAsByte(_currentCursor, VER(8));
if (_outputPixelFormat.bytesPerPixel == 2) {
if (s.getVersion() >= VER(107)) {
uint16 *pos = (uint16*)_grabbedCursor;
for (i = 0; i < 4096; ++i)
s.syncAsUint16LE(*pos++, VER(20));
} else if (s.getVersion() >= VER(20)) {
s.syncBytes(_grabbedCursor, 8192, VER(20));
// Patch older savegames if they were saved on a system with a
// different endianness than the current system's endianness
// which is now used for loading. We just check the format of
// the transparency color and then swap bytes if needed.
// We read the transparent color from far back inside the buffer
// where actual cursor data would never get stored (at least not
// for the games concerned).
uint16 transCol = (_game.heversion >= 80) ? 5 : 255;
if (READ_UINT16(&_grabbedCursor[2046]) == (transCol << 8)) {
uint16 *pos = (uint16*)_grabbedCursor;
for (i = 0; i < 4096; ++i) {
*pos = SWAP_BYTES_16(*pos);
pos++;
}
}
}
} else {
s.syncBytes(_grabbedCursor, 8192, VER(20));
}
s.syncAsSint16LE(_cursor.width, VER(20));
s.syncAsSint16LE(_cursor.height, VER(20));
s.syncAsSint16LE(_cursor.hotspotX, VER(20));
s.syncAsSint16LE(_cursor.hotspotY, VER(20));
// Post-load fix for broken SAMNMAX savegames which contain invalid
// cursor values; the value we're setting here should not count since
// it's being replaced by the post-load script, as long as it's not zero.
// The same also happens for the Mac versions of INDY3 and Loom: the cursor
// was being handled directly with a CursorMan.replaceCursor() without
// specifying any values for the _cursor object (#14498). Let's fix that
// with the proper values.
if (_cursor.width == 0 || _cursor.height == 0) {
if (_game.version == 6 || (_game.id == GID_INDY3 && _game.platform == Common::kPlatformMacintosh)) {
_cursor.width = 15;
_cursor.height = 15;
_cursor.hotspotX = 7;
_cursor.hotspotY = 7;
} else if (_game.id == GID_LOOM) {
_cursor.width = 16;
_cursor.height = 16;
if (_game.platform == Common::kPlatformMacintosh) {
_cursor.hotspotX = 3;
_cursor.hotspotY = 2;
} else { // DOS, Amiga, FM-Towns and PCE
_cursor.hotspotX = _cursor.hotspotY = 0;
}
}
} else if ((_cursor.width <= 0 || _cursor.width > 640 || _cursor.height <= 0 || _cursor.height > 480) && _game.platform == Common::kPlatformMacintosh) {
_cursor.width = 11;
_cursor.height = 16;
_cursor.hotspotX = 1;
_cursor.hotspotY = 1;
}
s.syncAsByte(_cursor.animate, VER(20));
s.syncAsByte(_cursor.animateIndex, VER(20));
// Don't restore the mouse position when using
// the original GUI, since the originals didn't
if (s.isLoading() && isUsingOriginalGUI()) {
s.skip(2);
s.skip(2);
} else {
s.syncAsSint16LE(_mouse.x, VER(20));
s.syncAsSint16LE(_mouse.y, VER(20));
}
s.syncBytes(_colorUsedByCycle, 256, VER(60));
s.syncAsByte(_doEffect, VER(8));
s.syncAsByte(_switchRoomEffect, VER(8));
s.syncAsByte(_newEffect, VER(8));
s.syncAsByte(_switchRoomEffect2, VER(8));
s.syncAsByte(_bgNeedsRedraw, VER(8));
// The state of palManipulate is stored only since V10
s.syncAsByte(_palManipStart, VER(10));
s.syncAsByte(_palManipEnd, VER(10));
s.syncAsUint16LE(_palManipCounter, VER(10));
// gfxUsageBits grew from 200 to 410 entries. Then 3 * 410 entries:
s.syncArray(gfxUsageBits, 200, Common::Serializer::Uint32LE, VER(8), VER(9));
s.syncArray(gfxUsageBits, 410, Common::Serializer::Uint32LE, VER(10), VER(13));
s.syncArray(gfxUsageBits, 3 * 410, Common::Serializer::Uint32LE, VER(14));
s.skip(1, VER(8), VER(50)); // _gdi->_transparentColor
s.syncBytes(_currentPalette, 768, VER(8));
s.syncBytes(_darkenPalette, 768, VER(53));
// Sam & Max specific palette replaced by _shadowPalette now.
s.skip(256, VER(8), VER(33)); // _proc_special_palette
s.syncBytes(_charsetBuffer, 256, VER(8));
s.syncAsByte(_egoPositioned, 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.
s.skip(2 * 4, VER(8), VER(9)); // _gdi->_imgBufOffs
s.skip(2 * 5, VER(10), VER(26)); // _gdi->_imgBufOffs
// See _imgBufOffs: _numZBuffer is recomputed by initBGBuffers().
s.skip(1, VER(8), VER(26)); // _gdi->_numZBuffer
s.syncAsByte(_screenEffectFlag, VER(8));
s.skip(4, VER(8), VER(9)); // _randSeed1
s.skip(4, VER(8), VER(9)); // _randSeed2
// Converted _shakeEnabled to boolean and added a _shakeFrame field.
s.syncAsSint16LE(_shakeEnabled, VER(8), VER(9));
s.syncAsByte(_shakeEnabled, VER(10));
s.syncAsUint32LE(_shakeFrame, VER(10));
s.syncAsByte(_keepText, VER(8));
s.syncAsUint16LE(_screenB, VER(8));
s.syncAsUint16LE(_screenH, VER(8));
// Post-load fix for some savegame versions which offset the engine elements
// instead of offsetting the final screen texture and the mouse coordinates...
if (s.isLoading()) {
if (_game.version == 3 && _game.platform == Common::kPlatformMacintosh && s.getVersion() >= VER(112) && s.getVersion() < VER(121)) {
_screenB -= 20;
_screenH -= 20;
}
}
s.syncAsUint16LE(_NESCostumeSet, VER(47));
s.skip(2, VER(9), VER(9)); // _cd_track
s.skip(2, VER(9), VER(9)); // _cd_loops
s.skip(2, VER(9), VER(9)); // _cd_frame
s.skip(2, VER(9), VER(9)); // _cd_end
// MD5 Operations: Backup on load, compare, and reset.
if (s.isLoading()) {
char md5str1[32+1], md5str2[32+1];
for (i = 0; i < 16; i++) {
Common::sprintf_s(md5str1 + i*2, 3, "%02x", (int)_gameMD5[i]);
Common::sprintf_s(md5str2 + i*2, 3, "%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, 0);
// When loading, move the mouse to the saved mouse position.
if (s.isLoading() && s.getVersion() >= VER(20)) {
int x = _mouse.x;
int y = _mouse.y;
// Convert the mouse position, which uses game coordinates, to
// screen coordinates for the rendering modes that need it.
if (_renderMode == Common::kRenderHercA || _renderMode == Common::kRenderHercG) {
x *= 2;
x += (kHercWidth - _screenWidth * 2) / 2;
y = y * 7 / 4;
} else if (_textSurfaceMultiplier == 2 || _renderMode == Common::kRenderCGA_BW || _enableEGADithering) {
x *= 2;
y *= 2;
} else if (_macScreen) {
x *= 2;
y *= 2;
}
updateCursor();
_system->warpMouse(x, 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
//
s.syncArray(vm.slot, 25, syncWithSerializer, VER(0), VER(8));
s.syncArray(vm.slot, 40, syncWithSerializer, VER(9), VER(19));
s.syncArray(vm.slot, NUM_SCRIPT_SLOT, syncWithSerializer, VER(20));
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.syncArray(_objs, _numLocalObjects, syncWithSerializer);
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.syncArray(_verbs, _numVerbs, (_game.version < 7 && _language != Common::HE_ISR) ? syncWithSerializerDef : syncWithSerializerV7orISR);
s.syncArray(vm.nest, 16, syncWithSerializer, VER(0), VER(119));
s.syncArray(vm.nest, kMaxScriptNestingHE, syncWithSerializer, VER(120));
s.syncArray(_sentence, 6, syncWithSerializer);
s.syncArray(_string, 6, syncWithSerializer);
s.syncArray(_colorCycle, 16, syncWithSerializer);
s.syncArray(_scaleSlots, 20, syncWithSerializer, VER(13));
//
// 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()) {
uint16 endMarker = 0xFFFF;
for (type = rtFirst; type <= rtLast; type = ResType(type + 1)) {
if (_res->_types[type]._mode != kStaticResTypeMode && type != rtTemp && type != rtBuffer) {
s.syncAsUint16LE(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.syncAsUint16LE(idx); // Save the index of the resource
saveResource(s, type, idx);
}
}
s.syncAsUint16LE(endMarker);
}
}
s.syncAsUint16LE(endMarker);
} else {
uint16 tmp;
while (s.syncAsUint16LE(tmp), tmp != 0xFFFF) {
type = (ResType)tmp;
while (s.syncAsUint16LE(idx), idx != 0xFFFF) {
assert(idx < _res->_types[type].size());
loadResource(s, type, idx);
applyWorkaroundIfNeeded(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.syncBytes(_objectOwnerTable, _numGlobalObjects);
s.syncBytes(_objectStateTable, _numGlobalObjects);
if (_objectRoomTable)
s.syncBytes(_objectRoomTable, _numGlobalObjects);
//
// 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.syncArray(_16BitPalette, 512, Common::Serializer::Uint16LE);
}
// 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.syncAsByte(hasTownsData);
if (hasTownsData) {
// Skip FM-Towns specific data
s.skip(69 + 44 * sizeof(int16));
}
#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.syncAsByte(hasTownsData);
if (hasTownsData) {
s.syncBytes(_textPalette, 48);
s.syncArray(_cyclRects, 10, syncWithSerializer, VER(82));
if (s.getVersion() >= VER(82))
syncWithSerializer(s, _curStringRect);
s.syncBytes(_townsCharsetColorMap, 16);
s.syncAsByte(_townsOverrideShadowColor, VER(82));
s.syncAsByte(_numCyclRects, VER(82));
s.syncAsByte(_townsPaletteFlags, VER(82));
s.syncAsByte(_townsClearLayerFlag, VER(82));
s.syncAsByte(_townsActiveLayerFlags, VER(82));
} 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.syncBytes(_shadowPalette, _shadowPaletteSize);
// _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.syncBytes(_roomPalette, sizeof(_roomPalette));
}
// 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.syncBytes(_palManipPalette, 0x300);
s.syncBytes(_palManipIntermediatePal, 0x600);
}
// 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.syncBytes(_roomPalette, 256);
s.syncBytes(_verbPalette, 256);
s.syncBytes(_amigaPalette, 3 * 64);
// 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() >= VER(86)) {
s.syncAsUint16LE(_amigaFirstUsedColor);
} 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);
}
}
// Before version 109, palette cycling for v4 games was handled in a different
// way (which is, by retrofitting v5 code, which caused a class of bugs like #10854).
// The proper v4 code has now been implemented from disasm (specifically, only the
// LOOM CD and MI1 VGA executables have said code).
//
// Given that the previous implementation mangled the cycling data during the init
// phase, we have to resort to the following post-load fix, otherwise the color
// cycling will not occur on game load.
if (_game.version == 4 && (_game.id == GID_LOOM || _game.id == GID_MONKEY_VGA) &&
s.getVersion() < VER(109)) {
byte *roomptr = getResourceAddress(rtRoom, _roomResource);
const byte *ptr = findResourceData(MKTAG('C', 'Y', 'C', 'L'), roomptr);
if (ptr) {
initCycl(ptr);
}
}
//
// Save/load more global object state
//
s.syncArray(_classData, _numGlobalObjects, Common::Serializer::Uint32LE);
//
// Save/load script variables
//
// From disasm...
int32 dottVarsBackup[5];
if (_game.id == GID_TENTACLE) {
for (int j = 0; j < 5; j++)
dottVarsBackup[j] = _scummVars[120 + j];
}
var98Backup = _scummVars[98];
s.syncArray(_roomVars, _numRoomVariables, Common::Serializer::Sint32LE, VER(38));
int currentSoundCard = VAR_SOUNDCARD != 0xFF ? VAR(VAR_SOUNDCARD) : -1;
// The variables grew from 16 to 32 bit.
if (s.getVersion() < VER(15))
s.syncArray(_scummVars, _numVariables, Common::Serializer::Sint16LE);
else
s.syncArray(_scummVars, _numVariables, Common::Serializer::Sint32LE);
if (_game.platform == Common::kPlatformDOS && s.isLoading() && VAR_SOUNDCARD != 0xFF && (_game.heversion < 70 && _game.version <= 6)) {
if (currentSoundCard != VAR(VAR_SOUNDCARD)) {
const char *soundCards[] = {
"PC Speaker", "IBM PCjr/Tandy", "Creative Music System", "AdLib", "Roland MT-32/CM-32L"
};
GUI::MessageDialog dialog(
Common::U32String::format(_("Warning: incompatible sound settings detected between the current configuration and this saved game.\n\n"
"Current music device: %s (id %d)\nSave file music device: %s (id %d)\n\n"
"Loading will be attempted, but the game may behave incorrectly or crash.\n"
"Please change the audio configuration accordingly in order to properly load this save file."),
currentSoundCard < ARRAYSIZE(soundCards) ? soundCards[currentSoundCard] : "invalid", currentSoundCard,
VAR(VAR_SOUNDCARD) < ARRAYSIZE(soundCards) ? soundCards[VAR(VAR_SOUNDCARD)] : "invalid", VAR(VAR_SOUNDCARD))
);
runDialog(dialog);
}
}
// This is again from disasm...
if (_game.id == GID_TENTACLE) {
for (int j = 0; j < 5; j++)
_scummVars[120 + j] = dottVarsBackup[j];
_scummVars[70] = 1;
}
if (_game.id == GID_INDY4)
_scummVars[98] = var98Backup;
s.syncBytes(_bitVars, _numBitVariables / 8);
// Set video mode var to the current actual mode, not the one that was enabled when the game was saved.
// At least for Loom this fixes glitches, since the game actually reads the var and makes actor palette
// adjustments based on that. This is a bug that happens in the original interpreter, too.
if (s.isLoading() && VAR_VIDEOMODE != 0xFF && _game.heversion == 0) {
int videoModeSaved = VAR(VAR_VIDEOMODE);
setVideoModeVarToCurrentConfig();
// For MI1EGA we need to know if the savegame is from a different render mode, so we can apply some
// post-load fixes if necessary.
_videoModeChanged = (videoModeSaved != VAR(VAR_VIDEOMODE));
}
// WORKAROUND: FM-TOWNS Zak used the extra 40 pixels at the bottom to increase the inventory to 10 items
// if we trim to 200 pixels, we can show only 6 items
// therefore we need to make sure that the inventory is now display correctly, regardless of the mode that the game was saved with
if (s.isLoading() && _game.platform == Common::kPlatformFMTowns && _game.id == GID_ZAK) {
if (ConfMan.getBool("trim_fmtowns_to_200_pixels"))
_verbs[getVerbSlot(116, 0)].curRect.top = 208 - 18; // make down arrow higher
else
_verbs[getVerbSlot(116, 0)].curRect.top = 208; // return down arrow to its original location
if (ConfMan.getBool("trim_fmtowns_to_200_pixels"))
// VAR(102) to VAR(111) originally keep the 10 displayed inventory items; clean the last 4 ones
for (int v = 102 + 6; v <= 111; v++)
VAR(v) = 0;
// Make sure the appropriate verbs and arrows are displayed.
// We avoid doing that in room 50 (save room) since it can crash
// the game and trigger several unwanted side effects (bug #14387).
if (_currentRoom != 50)
runInventoryScript(0);
}
//
// Save/load a list of the locked objects
//
if (s.isSaving()) {
byte endMarker = 0xFF;
for (type = rtFirst; type <= rtLast; type = ResType(type + 1))
for (idx = 1; idx < _res->_types[type].size(); idx++) {
if (_res->isLocked(type, idx)) {
s.syncAsByte(type);
s.syncAsUint16LE(idx);
}
}
s.syncAsByte(endMarker);
} else {
uint8 tmp;
while (s.syncAsByte(tmp), tmp != 0xFF) {
type = (ResType)tmp;
s.syncAsUint16LE(idx);
_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();
syncWithSerializer(s, info);
if (s.isLoading() && info.playing) {
if (info.numLoops < 0 && _game.platform != Common::kPlatformFMTowns) {
// 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 #1150).
// FM-Towns versions handle this in Player_Towns_v1::restoreAfterLoad().
_sound->playCDTrackInternal(info.track, info.numLoops, info.start, info.duration);
} else if (_game.id == GID_LOOM && info.start != 0 && info.duration != 0) {
// Reload audio for LOOM CD/Steam. We move the offset forward by a little bit
// to restore the correct sync.
int startOffset = (int)(VAR(VAR_MUSIC_TIMER) * 1.25);
_sound->_cdMusicTimer = VAR(VAR_MUSIC_TIMER);
_sound->playCDTrackInternal(info.track, info.numLoops, info.start + startOffset, info.duration - VAR(VAR_MUSIC_TIMER));
}
}
}
//
// Save/load the iMuse status
//
if (_imuse && (_saveSound || !_saveTemporaryState)) {
_imuse->saveLoadIMuse(s, this);
}
//
// Save/load music engine status
//
if (_musicEngine) {
_musicEngine->saveLoadWithSerializer(s);
}
// At least from now on, VAR_SOUNDCARD will have a reliable value.
if (s.isLoading() && (_game.heversion < 70 && _game.version <= 6))
setSoundCardVarToCurrentConfig();
//
// Save/load the charset renderer state
//
if (s.getVersion() >= VER(73)) {
_charset->saveLoadWithSerializer(s);
} else if (s.isLoading()) {
if (s.getVersion() == VER(72)) {
byte curId;
s.syncAsByte(curId);
_charset->setCurID(curId);
} else {
// Before V72, the charset id wasn't saved. This used to cause issues such
// as the one described in the bug report #3194. For these savegames,
// we reinitialize the id using a, hopefully, sane value.
_charset->setCurID(_string[0]._default.charset);
}
}
}
void ScummEngine_v0::saveLoadWithSerializer(Common::Serializer &s) {
ScummEngine_v2::saveLoadWithSerializer(s);
s.syncAsByte(_currentMode, VER(78));
s.syncAsByte(_currentLights, VER(78));
s.syncAsByte(_activeVerb, VER(92));
s.syncAsUint16LE(_activeObject, VER(92));
s.syncAsUint16LE(_activeObject2, VER(92));
s.syncAsByte(_cmdVerb, VER(92));
s.syncAsUint16LE(_cmdObject, VER(92));
s.syncAsUint16LE(_cmdObject2, VER(92));
s.syncAsUint16LE(_walkToObject, VER(92));
s.syncAsByte(_walkToObjectState, VER(92));
}
void ScummEngine_v2::saveLoadWithSerializer(Common::Serializer &s) {
ScummEngine::saveLoadWithSerializer(s);
s.syncAsUint16LE(_inventoryOffset, VER(79));
// In old saves we didn't store _inventoryOffset -> reset it to
// a sane default when loading one of those.
if (s.getVersion() < VER(79) && s.isLoading()) {
_inventoryOffset = 0;
}
s.syncAsByte(_flashlight.xStrips, VER(99));
s.syncAsByte(_flashlight.yStrips, VER(99));
// Old saves are based on a different color mapping, so the verb colors need to be adjusted.
if (s.getVersion() < VER(106) && s.isLoading() && _game.platform == Common::kPlatformDOS) {
initV2MouseOver();
for (int i = 0; i < _numVerbs; ++i) {
if (!_verbs[i].verbid)
continue;
_verbs[i].color = 2;
_verbs[i].hicolor = _hiLiteColorVerbArrow;
_verbs[i].dimcolor = 8;
}
}
}
void ScummEngine_v5::saveLoadWithSerializer(Common::Serializer &s) {
ScummEngine::saveLoadWithSerializer(s);
// This is probably only needed for Loom.
// TODO: This looks wrong, _cursorImages is [4][17]
sync2DArray(s, _cursorImages, 4, 16, Common::Serializer::Uint16LE, VER(44));
s.syncBytes(_cursorHotspots, 8, VER(44));
// 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();
}
}
// Reset Mac cursors for Loom and Indy 3, otherwise the cursor will be
// invisible after loading.
if (s.isLoading() && _game.platform == Common::kPlatformMacintosh) {
if ((_game.id == GID_LOOM && !_macCursorFile.empty()) || _macGui) {
setBuiltinCursor(0);
}
// Also reset Mac cursors if the original GUI isn't enabled for games
// which replace cursors that override the default cursor palette - bug #15520.
if (_game.version == 5 && !_macGui) {
setBuiltinCursor(0);
}
}
// 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.id == GID_LOOM && _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 syncWithSerializer(Common::Serializer &s, ScummEngine_v7::SubtitleText &st) {
s.syncBytes(st.text, 256, VER(61));
s.syncAsByte(st.charset, VER(61));
s.syncAsByte(st.color, VER(61));
s.syncAsSint16LE(st.xpos, VER(61));
s.syncAsSint16LE(st.ypos, VER(61));
s.syncAsByte(st.actorSpeechMsg, VER(61));
s.syncAsByte(st.center, VER(106));
s.syncAsByte(st.wrap, VER(106));
}
void ScummEngine_v8::saveLoadWithSerializer(Common::Serializer &s) {
// Save/load the savegame thumbnail for COMI
s.syncArray(_savegameThumbnailV8, 19200, Common::Serializer::Byte, VER(106));
s.syncArray(_savegameThumbnailV8Palette, 256, Common::Serializer::Uint32LE, VER(106));
// Also save the banner colors for the GUI
s.syncArray(_bannerColors, 50, Common::Serializer::Uint32LE, VER(106));
ScummEngine_v7::saveLoadWithSerializer(s);
}
void ScummEngine_v7::saveLoadWithSerializer(Common::Serializer &s) {
ScummEngine::saveLoadWithSerializer(s);
_imuseDigital->saveLoadEarly(s);
s.syncArray(_subtitleQueue, ARRAYSIZE(_subtitleQueue), syncWithSerializer);
s.syncAsSint32LE(_subtitleQueuePos, VER(61));
s.skip(4, VER(68), VER(68)); // _verbCharset
s.syncAsSint32LE(_verbLineSpacing, VER(68));
if (s.getVersion() <= VER(68) && s.isLoading()) {
// WORKAROUND bug #3483: Reset the default charset color to a sane value.
_string[0]._default.charset = _game.version == 7 ? 2 : 1;
}
// The original Save/Load screen for COMI saves a heap savegame when it is entered
// and the same heap savegame is restored when it is exited, so let's refresh these
// variables so that they are not lost. The original doesn't do this as it appears
// to handle these temporary heap savegames a little differently, but this should
// suffice...
if (isUsingOriginalGUI() && _game.version == 8) {
if (ConfMan.hasKey("original_gui_saveload_page", _targetName))
VAR(VAR_SAVELOAD_PAGE) = ConfMan.getInt("original_gui_saveload_page");
if (ConfMan.hasKey("original_gui_object_labels", _targetName))
VAR(VAR_OBJECT_LABEL_FLAG) = ConfMan.getInt("original_gui_object_labels");
}
}
#endif
void ScummEngine_v60he::saveLoadWithSerializer(Common::Serializer &s) {
ScummEngine::saveLoadWithSerializer(s);
s.syncBytes(_arraySlot, _numArray);
}
void ScummEngine_v70he::saveLoadWithSerializer(Common::Serializer &s) {
ScummEngine_v60he::saveLoadWithSerializer(s);
s.syncAsSint32LE(_heSndSoundId, VER(51));
s.syncAsSint32LE(_heSndOffset, VER(51));
s.syncAsSint32LE(_heSndChannel, VER(51));
s.syncAsSint32LE(_heSndFlags, VER(51));
}
#ifdef ENABLE_HE
static void syncWithSerializer(Common::Serializer &s, WizPolygon &wp) {
s.syncAsSint16LE(wp.points[0].x, VER(40));
s.syncAsSint16LE(wp.points[0].y, VER(40));
s.syncAsSint16LE(wp.points[1].x, VER(40));
s.syncAsSint16LE(wp.points[1].y, VER(40));
s.syncAsSint16LE(wp.points[2].x, VER(40));
s.syncAsSint16LE(wp.points[2].y, VER(40));
s.syncAsSint16LE(wp.points[3].x, VER(40));
s.syncAsSint16LE(wp.points[3].y, VER(40));
s.syncAsSint16LE(wp.points[4].x, VER(40));
s.syncAsSint16LE(wp.points[4].y, VER(40));
s.syncAsSint16LE(wp.boundingRect.left, VER(40));
s.syncAsSint16LE(wp.boundingRect.top, VER(40));
s.syncAsSint16LE(wp.boundingRect.right, VER(40));
s.syncAsSint16LE(wp.boundingRect.bottom, VER(40));
s.syncAsSint16LE(wp.id, VER(40));
s.syncAsSint16LE(wp.numPoints, VER(40));
s.syncAsByte(wp.flag, VER(40));
}
void ScummEngine_v71he::saveLoadWithSerializer(Common::Serializer &s) {
ScummEngine_v70he::saveLoadWithSerializer(s);
s.syncArray(_wiz->_polygons, ARRAYSIZE(_wiz->_polygons), syncWithSerializer);
}
void syncWithSerializer(Common::Serializer &s, FloodFillCommand &ffc) {
s.syncAsSint32LE(ffc.box.left, VER(51));
s.syncAsSint32LE(ffc.box.top, VER(51));
s.syncAsSint32LE(ffc.box.right, VER(51));
s.syncAsSint32LE(ffc.box.bottom, VER(51));
s.syncAsSint32LE(ffc.x, VER(51));
s.syncAsSint32LE(ffc.y, VER(51));
s.syncAsSint32LE(ffc.flags, VER(51));
s.skip(4, VER(51), VER(62)); // color
s.syncAsSint32LE(ffc.color, VER(119));
}
void ScummEngine_v90he::saveLoadWithSerializer(Common::Serializer &s) {
ScummEngine_v71he::saveLoadWithSerializer(s);
_sprite->saveLoadWithSerializer(s);
syncWithSerializer(s, _floodFillCommand);
s.syncAsSint32LE(_maxSpriteNum, VER(51));
s.syncAsSint32LE(_minSpriteNum, VER(51));
s.syncAsSint32LE(_curSpriteGroupId, VER(51));
s.skip(4, VER(51), VER(63)); // _activeSpriteCount
s.syncAsSint32LE(_heObject, VER(51));
s.syncAsSint32LE(_heObjectNum, VER(51));
s.syncAsSint32LE(_hePaletteNum, VER(51));
}
void ScummEngine_v99he::saveLoadWithSerializer(Common::Serializer &s) {
ScummEngine_v90he::saveLoadWithSerializer(s);
s.syncBytes(_hePalettes, (_numPalettes + 1) * _hePaletteSlot);
}
void ScummEngine_v100he::saveLoadWithSerializer(Common::Serializer &s) {
ScummEngine_v99he::saveLoadWithSerializer(s);
s.syncAsSint32LE(_heResId, VER(51));
s.syncAsSint32LE(_heResType, VER(51));
}
#endif
void ScummEngine::loadResourceOLD(Common::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.
uint16 tmp;
ser.syncAsUint16LE(tmp);
if (tmp)
ensureResourceLoaded(rtSound, idx);
} else if (_res->_types[type]._mode == kDynamicResTypeMode) {
ser.syncAsUint32LE(size);
if (size) {
_res->createResource(type, idx, size);
ser.syncBytes(getResourceAddress(type, idx), size);
if (type == rtInventory) {
ser.syncAsUint16LE(_inventory[idx]);
}
if (type == rtObjectName && ser.getVersion() >= VER(25)) {
// Paranoia: We increased the possible number of new names
// to fix bugs #1591 and #1600. 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)
ser.syncAsUint16LE(_newNames[idx]);
}
}
}
}
void ScummEngine::saveResource(Common::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.syncAsUint32LE(size);
ser.syncBytes(ptr, size);
if (type == rtInventory) {
ser.syncAsUint16LE(_inventory[idx]);
}
if (type == rtObjectName) {
ser.syncAsUint16LE(_newNames[idx]);
}
}
}
void ScummEngine::loadResource(Common::Serializer &ser, ResType type, ResId idx) {
if (_game.heversion >= 60 && ser.getVersion() <= VER(65) &&
((type == rtSound && idx == 1) || (type == rtSpoolBuffer))) {
uint32 size;
ser.syncAsUint32LE(size);
assert(size);
_res->createResource(type, idx, size);
ser.syncBytes(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.syncAsUint32LE(size);
assert(size);
byte *ptr = _res->createResource(type, idx, size);
ser.syncBytes(ptr, size);
if (type == rtInventory) {
ser.syncAsUint16LE(_inventory[idx]);
}
if (type == rtObjectName) {
ser.syncAsUint16LE(_newNames[idx]);
}
}
}
} // End of namespace Scumm
|