scummvm/scumm/saveload.cpp

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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
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*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
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*
*/
#include "stdafx.h"
#include "actor.h"
#include "charset.h"
#include "imuse.h"
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#include "imuse_digi.h"
#include "resource.h"
#include "saveload.h"
#include "scumm.h"
#include "sound.h"
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#include "verbs.h"
#include "common/config-file.h"
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struct SaveGameHeader {
uint32 type;
uint32 size;
uint32 ver;
char name[32];
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};
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void Scumm::requestSave(int slot, const char *name) {
_saveLoadSlot = slot;
_saveLoadCompatible = false;
_saveLoadFlag = 1; // 1 for save
strcpy(_saveLoadName, name);
}
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void Scumm::requestLoad(int slot) {
_saveLoadSlot = slot;
_saveLoadCompatible = false;
_saveLoadFlag = 2; // 2 for load
}
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bool Scumm::saveState(int slot, bool compat, SaveFileManager *mgr) {
char filename[256];
SaveFile *out;
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SaveGameHeader hdr;
makeSavegameName(filename, slot, compat);
if (!(out = mgr->open_savefile(filename, true)))
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return false;
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memcpy(hdr.name, _saveLoadName, sizeof(hdr.name));
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hdr.type = MKID('SCVM');
hdr.size = 0;
hdr.ver = TO_LE_32(CURRENT_VER);
out->fwrite(&hdr, sizeof(hdr), 1);
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Serializer ser(out, true, CURRENT_VER);
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saveOrLoad(&ser, CURRENT_VER);
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#ifdef __PALM_OS__
if (_imuse && _saveSound) { // moved here to prevent stack overflow on palmos
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_imuse->save_or_load(&ser, this);
_imuse->set_master_volume (_sound->_sound_volume_master);
_imuse->set_music_volume (_sound->_sound_volume_music);
}
#endif
delete out;
debug(1, "State saved as '%s'", filename);
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return true;
}
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bool Scumm::loadState(int slot, bool compat, SaveFileManager *mgr) {
char filename[256];
SaveFile *out;
int i, j;
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SaveGameHeader hdr;
int sb, sh;
makeSavegameName(filename, slot, compat);
if (!(out = mgr->open_savefile(filename, false)))
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return false;
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out->fread(&hdr, sizeof(hdr), 1);
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if (hdr.type != MKID('SCVM')) {
warning("Invalid savegame '%s'", filename);
delete out;
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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.
if (hdr.ver > CURRENT_VER)
hdr.ver = SWAP_BYTES(hdr.ver);
if (hdr.ver < VER_V7 || hdr.ver > CURRENT_VER)
{
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warning("Invalid version of '%s'", filename);
delete out;
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return false;
}
// 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_V7)
hdr.ver = VER_V8;
memcpy(_saveLoadName, hdr.name, sizeof(hdr.name));
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if (_imuseDigital) {
_imuseDigital->stopAll();
}
_sound->stopBundleMusic();
_sound->stopCD();
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_sound->pauseSounds(true);
CHECK_HEAP
closeRoom();
memset(_inventory, 0, sizeof(_inventory[0]) * _numInventory);
/* Nuke all resources */
for (i = rtFirst; i <= rtLast; i++)
if (i != rtTemp && i != rtBuffer && (i != rtSound || _saveSound))
for (j = 0; j < res.num[i]; j++) {
nukeResource(i, j);
res.flags[i][j] = 0;
}
initScummVars();
if (_features & GF_OLD_BUNDLE)
loadCharset(0); // FIXME - HACK ?
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Serializer ser(out, false, hdr.ver);
saveOrLoad(&ser, hdr.ver);
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#ifdef __PALM_OS__
if (_imuse && _saveSound) { // moved here to prevent stack overflow on palmos
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_imuse->save_or_load(&ser, this);
_imuse->set_master_volume (_sound->_sound_volume_master);
_imuse->set_music_volume (_sound->_sound_volume_music);
}
#endif
delete out;
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sb = _screenB;
sh = _screenH;
gdi._mask.left = -1;
initScreens(0, 0, _screenWidth, _screenHeight);
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// Force a fade to black
int old_screenEffectFlag = _screenEffectFlag;
_screenEffectFlag = true;
fadeOut(129);
_screenEffectFlag = old_screenEffectFlag ? true : false;
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initScreens(0, sb, _screenWidth, sh);
_completeScreenRedraw = true;
if (_features & GF_16COLOR) {
// HACK: There was a time when ScummVM didn't store the
// palette in _currentPalette for 16-color games. To avoid
// breaking savegame compatibility, always set up the default
// palette after loading a game.
setupEGAPalette();
setDirtyColors(0, 15);
} else
setDirtyColors(0, 255);
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_lastCodePtr = NULL;
_drawObjectQueNr = 0;
_verbMouseOver = 0;
if (_features & GF_AFTER_V7)
cameraMoved();
initBGBuffers(_roomHeight);
if ((_features & GF_AUDIOTRACKS) && VAR(VAR_MUSIC_TIMER) > 0)
_sound->startCDTimer();
CHECK_HEAP debug(1, "State loaded from '%s'", filename);
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_sound->pauseSounds(false);
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return true;
}
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void Scumm::makeSavegameName(char *out, int slot, bool compatible) {
const char *dir = getSavePath();
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#ifndef __PALM_OS__
sprintf(out, "%s%s.%c%.2d", dir, _game_name, compatible ? 'c' : 's', slot);
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#else
sprintf(out, "%s%s.%s%.2d", dir, _game_name, compatible ? "c" : "s", slot);
#endif
}
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void Scumm::listSavegames(bool *marks, int num, SaveFileManager *mgr) {
char prefix[256];
makeSavegameName(prefix, 99, false);
prefix[strlen(prefix)-2] = 0;
mgr->list_savefiles(prefix, marks, num);
}
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bool Scumm::getSavegameName(int slot, char *desc, SaveFileManager *mgr) {
char filename[256];
SaveFile *out;
SaveGameHeader hdr;
int len;
makeSavegameName(filename, slot, false);
if (!(out = mgr->open_savefile(filename, false))) {
strcpy(desc, "");
return false;
}
len = out->fread(&hdr, sizeof(hdr), 1);
delete out;
if (len != 1 || hdr.type != MKID('SCVM')) {
strcpy(desc, "Invalid savegame");
return false;
}
if (hdr.ver > CURRENT_VER)
hdr.ver = TO_LE_32(hdr.ver);
if (hdr.ver < VER_V7 || hdr.ver > CURRENT_VER) {
strcpy(desc, "Invalid version");
return false;
}
memcpy(desc, hdr.name, sizeof(hdr.name));
desc[sizeof(hdr.name) - 1] = 0;
return true;
}
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void Scumm::saveOrLoad(Serializer *s, uint32 savegameVersion) {
const SaveLoadEntry objectEntries[] = {
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MKLINE(ObjectData, OBIMoffset, sleUint32, VER_V8),
MKLINE(ObjectData, OBCDoffset, sleUint32, VER_V8),
MKLINE(ObjectData, walk_x, sleUint16, VER_V8),
MKLINE(ObjectData, walk_y, sleUint16, VER_V8),
MKLINE(ObjectData, obj_nr, sleUint16, VER_V8),
MKLINE(ObjectData, x_pos, sleInt16, VER_V8),
MKLINE(ObjectData, y_pos, sleInt16, VER_V8),
MKLINE(ObjectData, width, sleUint16, VER_V8),
MKLINE(ObjectData, height, sleUint16, VER_V8),
MKLINE(ObjectData, actordir, sleByte, VER_V8),
MKLINE(ObjectData, parentstate, sleByte, VER_V8),
MKLINE(ObjectData, parent, sleByte, VER_V8),
MKLINE(ObjectData, state, sleByte, VER_V8),
MKLINE(ObjectData, fl_object_index, sleByte, VER_V8),
MKEND()
};
const SaveLoadEntry actorEntries[] = {
MKLINE(Actor, x, sleInt16, VER_V8),
MKLINE(Actor, y, sleInt16, VER_V8),
MKLINE(Actor, top, sleInt16, VER_V8),
MKLINE(Actor, bottom, sleInt16, VER_V8),
MKLINE(Actor, elevation, sleInt16, VER_V8),
MKLINE(Actor, width, sleUint16, VER_V8),
MKLINE(Actor, facing, sleUint16, VER_V8),
MKLINE(Actor, costume, sleUint16, VER_V8),
MKLINE(Actor, room, sleByte, VER_V8),
MKLINE(Actor, talkColor, sleByte, VER_V8),
MKLINE(Actor, talkFrequency, sleInt16, VER_V16),
MKLINE(Actor, scalex, sleByte, VER_V8),
MKLINE(Actor, scaley, sleByte, VER_V8),
MKLINE(Actor, charset, sleByte, VER_V8),
MKARRAY(Actor, sound[0], sleByte, 8, VER_V8),
MKARRAY(Actor, animVariable[0], sleUint16, 8, VER_V8),
MKLINE(Actor, newDirection, sleUint16, VER_V8),
MKLINE(Actor, moving, sleByte, VER_V8),
MKLINE(Actor, ignoreBoxes, sleByte, VER_V8),
MKLINE(Actor, forceClip, sleByte, VER_V8),
MKLINE(Actor, initFrame, sleByte, VER_V8),
MKLINE(Actor, walkFrame, sleByte, VER_V8),
MKLINE(Actor, standFrame, sleByte, VER_V8),
MKLINE(Actor, talkStartFrame, sleByte, VER_V8),
MKLINE(Actor, talkStopFrame, sleByte, VER_V8),
MKLINE(Actor, speedx, sleUint16, VER_V8),
MKLINE(Actor, speedy, sleUint16, VER_V8),
MKLINE(Actor, cost.animCounter1, sleUint16, VER_V8),
MKLINE(Actor, cost.animCounter2, sleByte, VER_V8),
// Actor palette grew from 64 to 256 bytes
MKARRAY_OLD(Actor, palette[0], sleByte, 64, VER_V8, VER_V9),
MKARRAY(Actor, palette[0], sleByte, 256, VER_V10),
MK_OBSOLETE(Actor, mask, sleByte, VER_V8, VER_V9),
MKLINE(Actor, shadow_mode, sleByte, VER_V8),
MKLINE(Actor, visible, sleByte, VER_V8),
MKLINE(Actor, frame, sleByte, VER_V8),
MKLINE(Actor, animSpeed, sleByte, VER_V8),
MKLINE(Actor, animProgress, sleByte, VER_V8),
MKLINE(Actor, walkbox, sleByte, VER_V8),
MKLINE(Actor, needRedraw, sleByte, VER_V8),
MKLINE(Actor, needBgReset, sleByte, VER_V8),
MKLINE(Actor, costumeNeedsInit, sleByte, VER_V8),
MKLINE(Actor, talkPosY, sleInt16, VER_V8),
MKLINE(Actor, talkPosX, sleInt16, VER_V8),
MKLINE(Actor, ignoreTurns, sleByte, VER_V8),
MKLINE(Actor, layer, sleByte, VER_V8),
MKLINE(Actor, talk_script, sleUint16, VER_V8),
MKLINE(Actor, walk_script, sleUint16, VER_V8),
MKLINE(Actor, walkdata.destx, sleInt16, VER_V8),
MKLINE(Actor, walkdata.desty, sleInt16, VER_V8),
MKLINE(Actor, walkdata.destbox, sleByte, VER_V8),
MKLINE(Actor, walkdata.destdir, sleUint16, VER_V8),
MKLINE(Actor, walkdata.curbox, sleByte, VER_V8),
MKLINE(Actor, walkdata.x, sleInt16, VER_V8),
MKLINE(Actor, walkdata.y, sleInt16, VER_V8),
MKLINE(Actor, walkdata.newx, sleInt16, VER_V8),
MKLINE(Actor, walkdata.newy, sleInt16, VER_V8),
MKLINE(Actor, walkdata.deltaXFactor, sleInt32, VER_V8),
MKLINE(Actor, walkdata.deltaYFactor, sleInt32, VER_V8),
MKLINE(Actor, walkdata.xfrac, sleUint16, VER_V8),
MKLINE(Actor, walkdata.yfrac, sleUint16, VER_V8),
MKARRAY(Actor, cost.active[0], sleByte, 16, VER_V8),
MKLINE(Actor, cost.stopped, sleUint16, VER_V8),
MKARRAY(Actor, cost.curpos[0], sleUint16, 16, VER_V8),
MKARRAY(Actor, cost.start[0], sleUint16, 16, VER_V8),
MKARRAY(Actor, cost.end[0], sleUint16, 16, VER_V8),
MKARRAY(Actor, cost.frame[0], sleUint16, 16, VER_V8),
MKEND()
};
const SaveLoadEntry verbEntries[] = {
MKLINE(VerbSlot, x, sleInt16, VER_V8),
MKLINE(VerbSlot, y, sleInt16, VER_V8),
MKLINE(VerbSlot, right, sleInt16, VER_V8),
MKLINE(VerbSlot, bottom, sleInt16, VER_V8),
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MKLINE(VerbSlot, old.left, sleInt16, VER_V8),
MKLINE(VerbSlot, old.top, sleInt16, VER_V8),
MKLINE(VerbSlot, old.right, sleInt16, VER_V8),
MKLINE(VerbSlot, old.bottom, sleInt16, VER_V8),
MKLINE_OLD(VerbSlot, verbid, sleByte, VER_V8, VER_V11),
MKLINE(VerbSlot, verbid, sleInt16, VER_V12),
MKLINE(VerbSlot, color, sleByte, VER_V8),
MKLINE(VerbSlot, hicolor, sleByte, VER_V8),
MKLINE(VerbSlot, dimcolor, sleByte, VER_V8),
MKLINE(VerbSlot, bkcolor, sleByte, VER_V8),
MKLINE(VerbSlot, type, sleByte, VER_V8),
MKLINE(VerbSlot, charset_nr, sleByte, VER_V8),
MKLINE(VerbSlot, curmode, sleByte, VER_V8),
MKLINE(VerbSlot, saveid, sleByte, VER_V8),
MKLINE(VerbSlot, key, sleByte, VER_V8),
MKLINE(VerbSlot, center, sleByte, VER_V8),
MKLINE(VerbSlot, field_1B, sleByte, VER_V8),
MKLINE(VerbSlot, imgindex, sleUint16, VER_V8),
MKEND()
};
const SaveLoadEntry mainEntries[] = {
MKLINE(Scumm, _roomWidth, sleUint16, VER_V8),
MKLINE(Scumm, _roomHeight, sleUint16, VER_V8),
MKLINE(Scumm, _ENCD_offs, sleUint32, VER_V8),
MKLINE(Scumm, _EXCD_offs, sleUint32, VER_V8),
MKLINE(Scumm, _IM00_offs, sleUint32, VER_V8),
MKLINE(Scumm, _CLUT_offs, sleUint32, VER_V8),
MK_OBSOLETE(Scumm, _EPAL_offs, sleUint32, VER_V8, VER_V9),
MKLINE(Scumm, _PALS_offs, sleUint32, VER_V8),
MKLINE(Scumm, _curPalIndex, sleByte, VER_V8),
MKLINE(Scumm, _currentRoom, sleByte, VER_V8),
MKLINE(Scumm, _roomResource, sleByte, VER_V8),
MKLINE(Scumm, _numObjectsInRoom, sleByte, VER_V8),
MKLINE(Scumm, _currentScript, sleByte, VER_V8),
MKARRAY(Scumm, _localScriptList[0], sleUint32, NUM_LOCALSCRIPT, VER_V8),
// vm.localvar grew from 25 to 40 script entries and then from
// 16 to 32 bit variables (but that wasn't reflect hered)... and
// THEN from 16 to 25 variables. However, this was incorrectly implemented
// here. But now we support two dimensional arrays properly here.
MKARRAY2_OLD(Scumm, vm.localvar[0][0], sleUint16, 17, 25, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER_V8, VER_V8),
MKARRAY2_OLD(Scumm, vm.localvar[0][0], sleUint16, 17, NUM_SCRIPT_SLOT, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER_V9, VER_V14),
// 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(Scumm, vm.localvar[0][0], sleUint16, 26, 38, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER_V15, VER_V17),
MK_OBSOLETE_ARRAY(Scumm, vm.localvar[39][0], sleUint16, 12, VER_V15, VER_V17),
MKARRAY2(Scumm, vm.localvar[0][0], sleUint32, 26, NUM_SCRIPT_SLOT, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER_V18),
MKARRAY(Scumm, _resourceMapper[0], sleByte, 128, VER_V8),
MKARRAY(Scumm, _charsetColorMap[0], sleByte, 16, VER_V8),
// _charsetData grew from 10*16 to 15*16 bytes
MKARRAY_OLD(Scumm, _charsetData[0][0], sleByte, 10 * 16, VER_V8, VER_V9),
MKARRAY(Scumm, _charsetData[0][0], sleByte, 15 * 16, VER_V10),
MKLINE(Scumm, _curExecScript, sleUint16, VER_V8),
MKLINE(Scumm, camera._dest.x, sleInt16, VER_V8),
MKLINE(Scumm, camera._dest.y, sleInt16, VER_V8),
MKLINE(Scumm, camera._cur.x, sleInt16, VER_V8),
MKLINE(Scumm, camera._cur.y, sleInt16, VER_V8),
MKLINE(Scumm, camera._last.x, sleInt16, VER_V8),
MKLINE(Scumm, camera._last.y, sleInt16, VER_V8),
MKLINE(Scumm, camera._accel.x, sleInt16, VER_V8),
MKLINE(Scumm, camera._accel.y, sleInt16, VER_V8),
MKLINE(Scumm, _screenStartStrip, sleInt16, VER_V8),
MKLINE(Scumm, _screenEndStrip, sleInt16, VER_V8),
MKLINE(Scumm, camera._mode, sleByte, VER_V8),
MKLINE(Scumm, camera._follows, sleByte, VER_V8),
MKLINE(Scumm, camera._leftTrigger, sleInt16, VER_V8),
MKLINE(Scumm, camera._rightTrigger, sleInt16, VER_V8),
MKLINE(Scumm, camera._movingToActor, sleUint16, VER_V8),
MKLINE(Scumm, _actorToPrintStrFor, sleByte, VER_V8),
MKLINE(Scumm, _charsetColor, sleByte, VER_V8),
// _charsetBufPos was changed from byte to int
MKLINE_OLD(Scumm, _charsetBufPos, sleByte, VER_V8, VER_V9),
MKLINE(Scumm, _charsetBufPos, sleInt16, VER_V10),
MKLINE(Scumm, _haveMsg, sleByte, VER_V8),
MKLINE(Scumm, _useTalkAnims, sleByte, VER_V8),
MKLINE(Scumm, _talkDelay, sleInt16, VER_V8),
MKLINE(Scumm, _defaultTalkDelay, sleInt16, VER_V8),
MKLINE(Scumm, _numInMsgStack, sleInt16, VER_V8),
MKLINE(Scumm, _sentenceNum, sleByte, VER_V8),
MKLINE(Scumm, vm.cutSceneStackPointer, sleByte, VER_V8),
MKARRAY(Scumm, vm.cutScenePtr[0], sleUint32, 5, VER_V8),
MKARRAY(Scumm, vm.cutSceneScript[0], sleByte, 5, VER_V8),
MKARRAY(Scumm, vm.cutSceneData[0], sleInt16, 5, VER_V8),
MKLINE(Scumm, vm.cutSceneScriptIndex, sleInt16, VER_V8),
MKLINE(Scumm, _numNestedScripts, sleByte, VER_V8),
MKLINE(Scumm, _userPut, sleByte, VER_V8),
MKLINE(Scumm, _userState, sleUint16, VER_V17),
MKLINE(Scumm, _cursor.state, sleByte, VER_V8),
MKLINE(Scumm, gdi._cursorActive, sleByte, VER_V8),
MKLINE(Scumm, _currentCursor, sleByte, VER_V8),
MKLINE(Scumm, _doEffect, sleByte, VER_V8),
MKLINE(Scumm, _switchRoomEffect, sleByte, VER_V8),
MKLINE(Scumm, _newEffect, sleByte, VER_V8),
MKLINE(Scumm, _switchRoomEffect2, sleByte, VER_V8),
MKLINE(Scumm, _BgNeedsRedraw, sleByte, VER_V8),
// The state of palManipulate is stored only since V10
MKLINE(Scumm, _palManipStart, sleByte, VER_V10),
MKLINE(Scumm, _palManipEnd, sleByte, VER_V10),
MKLINE(Scumm, _palManipCounter, sleUint16, VER_V10),
// gfxUsageBits grew from 200 to 410 entries. Then 3 * 410 entries:
MKARRAY_OLD(Scumm, gfxUsageBits[0], sleUint32, 200, VER_V8, VER_V9),
MKARRAY_OLD(Scumm, gfxUsageBits[0], sleUint32, 410, VER_V10, VER_V13),
MKARRAY(Scumm, gfxUsageBits[0], sleUint32, 3 * 410, VER_V14),
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MKLINE(Scumm, gdi._transparentColor, sleByte, VER_V8),
MKARRAY(Scumm, _currentPalette[0], sleByte, 768, VER_V8),
MKARRAY(Scumm, _proc_special_palette[0], sleByte, 256, VER_V8),
MKARRAY(Scumm, _charsetBuffer[0], sleByte, 256, VER_V8),
MKLINE(Scumm, _egoPositioned, sleByte, VER_V8),
// gdi._imgBufOffs grew from 4 to 5 entries :
MKARRAY_OLD(Scumm, gdi._imgBufOffs[0], sleUint16, 4, VER_V8, VER_V9),
MKARRAY(Scumm, gdi._imgBufOffs[0], sleUint16, 5, VER_V10),
MKLINE(Scumm, gdi._numZBuffer, sleByte, VER_V8),
MKLINE(Scumm, _screenEffectFlag, sleByte, VER_V8),
MK_OBSOLETE(Scumm, _randSeed1, sleUint32, VER_V8, VER_V9),
MK_OBSOLETE(Scumm, _randSeed2, sleUint32, VER_V8, VER_V9),
// Converted _shakeEnabled to boolean and added a _shakeFrame field.
MKLINE_OLD(Scumm, _shakeEnabled, sleInt16, VER_V8, VER_V9),
MKLINE(Scumm, _shakeEnabled, sleByte, VER_V10),
MKLINE(Scumm, _shakeFrame, sleUint32, VER_V10),
MKLINE(Scumm, _keepText, sleByte, VER_V8),
MKLINE(Scumm, _screenB, sleUint16, VER_V8),
MKLINE(Scumm, _screenH, sleUint16, VER_V8),
MK_OBSOLETE(Scumm, _cd_track, sleInt16, VER_V9, VER_V9),
MK_OBSOLETE(Scumm, _cd_loops, sleInt16, VER_V9, VER_V9),
MK_OBSOLETE(Scumm, _cd_frame, sleInt16, VER_V9, VER_V9),
MK_OBSOLETE(Scumm, _cd_end, sleInt16, VER_V9, VER_V9),
MKEND()
};
const SaveLoadEntry scriptSlotEntries[] = {
MKLINE(ScriptSlot, offs, sleUint32, VER_V8),
MKLINE(ScriptSlot, delay, sleInt32, VER_V8),
MKLINE(ScriptSlot, number, sleUint16, VER_V8),
MKLINE(ScriptSlot, delayFrameCount, sleUint16, VER_V8),
MKLINE(ScriptSlot, status, sleByte, VER_V8),
MKLINE(ScriptSlot, where, sleByte, VER_V8),
MKLINE(ScriptSlot, freezeResistant, sleByte, VER_V8),
MKLINE(ScriptSlot, recursive, sleByte, VER_V8),
MKLINE(ScriptSlot, freezeCount, sleByte, VER_V8),
MKLINE(ScriptSlot, didexec, sleByte, VER_V8),
MKLINE(ScriptSlot, cutsceneOverride, sleByte, VER_V8),
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MK_OBSOLETE(ScriptSlot, unk5, sleByte, VER_V8, VER_V10),
MKEND()
};
const SaveLoadEntry nestedScriptEntries[] = {
MKLINE(NestedScript, number, sleUint16, VER_V8),
MKLINE(NestedScript, where, sleByte, VER_V8),
MKLINE(NestedScript, slot, sleByte, VER_V8),
MKEND()
};
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const SaveLoadEntry sentenceTabEntries[] = {
MKLINE(SentenceTab, verb, sleUint8, VER_V8),
MKLINE(SentenceTab, preposition, sleUint8, VER_V8),
MKLINE(SentenceTab, objectA, sleUint16, VER_V8),
MKLINE(SentenceTab, objectB, sleUint16, VER_V8),
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MKLINE(SentenceTab, freezeCount, sleUint8, VER_V8),
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MKEND()
};
const SaveLoadEntry stringTabEntries[] = {
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// TODO - It makes no sense to have all these t_* fields in StringTab
// Rather let's dump them all when the save game format changes, and
// keep two StringTab objects where we have one now: a "normal" one,
// and a temporar y"t_" one.
// Then backup/restore of a StringTab entry becomes a one liner.
MKLINE(StringTab, xpos, sleInt16, VER_V8),
MKLINE(StringTab, t_xpos, sleInt16, VER_V8),
MKLINE(StringTab, ypos, sleInt16, VER_V8),
MKLINE(StringTab, t_ypos, sleInt16, VER_V8),
MKLINE(StringTab, right, sleInt16, VER_V8),
MKLINE(StringTab, t_right, sleInt16, VER_V8),
MKLINE(StringTab, color, sleInt8, VER_V8),
MKLINE(StringTab, t_color, sleInt8, VER_V8),
MKLINE(StringTab, charset, sleInt8, VER_V8),
MKLINE(StringTab, t_charset, sleInt8, VER_V8),
MKLINE(StringTab, center, sleByte, VER_V8),
MKLINE(StringTab, t_center, sleByte, VER_V8),
MKLINE(StringTab, overhead, sleByte, VER_V8),
MKLINE(StringTab, t_overhead, sleByte, VER_V8),
MKLINE(StringTab, no_talk_anim, sleByte, VER_V8),
MKLINE(StringTab, t_no_talk_anim, sleByte, VER_V8),
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MKEND()
};
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const SaveLoadEntry colorCycleEntries[] = {
MKLINE(ColorCycle, delay, sleUint16, VER_V8),
MKLINE(ColorCycle, counter, sleUint16, VER_V8),
MKLINE(ColorCycle, flags, sleUint16, VER_V8),
MKLINE(ColorCycle, start, sleByte, VER_V8),
MKLINE(ColorCycle, end, sleByte, VER_V8),
MKEND()
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};
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const SaveLoadEntry scaleSlotsEntries[] = {
MKLINE(ScaleSlot, x1, sleUint16, VER_V13),
MKLINE(ScaleSlot, y1, sleUint16, VER_V13),
MKLINE(ScaleSlot, scale1, sleUint16, VER_V13),
MKLINE(ScaleSlot, x2, sleUint16, VER_V13),
MKLINE(ScaleSlot, y2, sleUint16, VER_V13),
MKLINE(ScaleSlot, scale2, sleUint16, VER_V13),
MKEND()
};
int i, j;
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int var120Backup;
int var98Backup;
if (!s->isSaving() && _saveSound) {
_sound->stopAllSounds();
if (_mixer) {
if (_imuseDigital) {
_imuseDigital->stopAll();
} else {
_mixer->stopAll();
}
}
}
// Because old savegames won't fill the entire gfxUsageBits[] array,
// clear it here just to be sure it won't hold any unforseen garbage.
if (!s->isSaving())
memset(gfxUsageBits, 0, sizeof(gfxUsageBits));
s->saveLoadEntries(this, mainEntries);
if (!s->isSaving() && savegameVersion < VER_V14)
upgradeGfxUsageBits();
s->saveLoadArrayOf(_actors, _numActors, sizeof(_actors[0]), actorEntries);
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if (savegameVersion < VER_V9)
s->saveLoadArrayOf(vm.slot, 25, sizeof(vm.slot[0]), scriptSlotEntries);
else
s->saveLoadArrayOf(vm.slot, NUM_SCRIPT_SLOT, sizeof(vm.slot[0]), scriptSlotEntries);
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s->saveLoadArrayOf(_objs, _numLocalObjects, sizeof(_objs[0]), objectEntries);
if (!s->isSaving() && savegameVersion < VER_V13) {
// 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;
}
}
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);
/* XXX: next time save game format changes, Fingolfin wants to revise StringTab - contact him */
s->saveLoadArrayOf(_string, 6, sizeof(_string[0]), stringTabEntries);
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s->saveLoadArrayOf(_colorCycle, 16, sizeof(_colorCycle[0]), colorCycleEntries);
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if (savegameVersion >= VER_V13)
s->saveLoadArrayOf(_scaleSlots, 20, sizeof(_scaleSlots[0]), scaleSlotsEntries);
for (i = rtFirst; i <= rtLast; i++)
if (res.mode[i] == 0)
for (j = 1; j < res.num[i]; j++)
saveLoadResource(s, i, j);
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s->saveLoadArrayOf(_objectOwnerTable, _numGlobalObjects, sizeof(_objectOwnerTable[0]), sleByte);
s->saveLoadArrayOf(_objectStateTable, _numGlobalObjects, sizeof(_objectStateTable[0]), sleByte);
if (_objectRoomTable)
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s->saveLoadArrayOf(_objectRoomTable, _numGlobalObjects, sizeof(_objectRoomTable[0]), sleByte);
if (_shadowPaletteSize)
s->saveLoadArrayOf(_shadowPalette, _shadowPaletteSize, 1, sleByte);
// PalManip data was not saved before V10 save games
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if (savegameVersion < VER_V10)
_palManipCounter = 0;
if (_palManipCounter) {
if (!_palManipPalette)
_palManipPalette = (byte *)calloc(0x300, 1);
if (!_palManipIntermediatePal)
_palManipPalette = (byte *)calloc(0x300, 1);
s->saveLoadArrayOf(_palManipPalette, 0x300, 1, sleByte);
s->saveLoadArrayOf(_palManipIntermediatePal, 0x600, 1, sleByte);
}
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s->saveLoadArrayOf(_classData, _numGlobalObjects, sizeof(_classData[0]), sleUint32);
var120Backup = _scummVars[120];
var98Backup = _scummVars[98];
// The variables grew from 16 to 32 bit.
if (savegameVersion < VER_V15)
s->saveLoadArrayOf(_scummVars, _numVariables, sizeof(_scummVars[0]), sleInt16);
else
s->saveLoadArrayOf(_scummVars, _numVariables, sizeof(_scummVars[0]), sleInt32);
if (_gameId == GID_TENTACLE) // Maybe misplaced, but that's the main idea
_scummVars[120] = var120Backup;
if (_gameId == GID_INDY4)
_scummVars[98] = var98Backup;;
s->saveLoadArrayOf(_bitVars, _numBitVariables >> 3, 1, sleByte);
/* Save or load a list of the locked objects */
if (s->isSaving()) {
for (i = rtFirst; i <= rtLast; i++)
for (j = 1; j < res.num[i]; j++) {
if (res.flags[i][j] & RF_LOCK) {
s->saveByte(i);
s->saveWord(j);
}
}
s->saveByte(0xFF);
} else {
int r;
while ((r = s->loadByte()) != 0xFF) {
res.flags[r][s->loadWord()] |= RF_LOCK;
}
}
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#ifndef __PALM_OS__// moved to ::loadState/saveState to prevent stack overflow on palmos
if (_imuse && _saveSound) {
_imuse->save_or_load(s, this);
_imuse->set_master_volume (_sound->_sound_volume_master);
_imuse->set_music_volume (_sound->_sound_volume_music);
}
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#endif
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}
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void Scumm::saveLoadResource(Serializer *ser, int type, int idx) {
byte *ptr;
uint32 size;
/* don't save/load these resource types */
if (type == rtTemp || type == rtBuffer || res.mode[type])
return;
if (ser->isSaving()) {
ptr = res.address[type][idx];
if (ptr == NULL) {
ser->saveUint32(0);
return;
}
size = ((MemBlkHeader *)ptr)->size;
ser->saveUint32(size);
ser->saveBytes(ptr + sizeof(MemBlkHeader), size);
if (type == rtInventory) {
ser->saveWord(_inventory[idx]);
}
} else {
size = ser->loadUint32();
if (size) {
createResource(type, idx, size);
ser->loadBytes(getResourceAddress(type, idx), size);
if (type == rtInventory) {
_inventory[idx] = ser->loadWord();
}
}
}
}
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void Serializer::saveBytes(void *b, int len) {
_saveLoadStream->fwrite(b, 1, len);
}
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void Serializer::loadBytes(void *b, int len) {
_saveLoadStream->fread(b, 1, len);
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}
#ifdef _WIN32_WCE
// Perhaps not necessary anymore with latest checks
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bool Serializer::checkEOFLoadStream() {
if (!_saveLoadStream->fseek(1, SEEK_CUR))
return true;
if (_saveLoadStream->feof())
return true;
_saveLoadStream->fseek(-1, SEEK_CUR);
return false;
}
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#elif defined(__PALM_OS__)
bool Serializer::checkEOFLoadStream() {
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if (_saveLoadStream->feof())
return true;
return false;
}
#endif
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void Serializer::saveUint32(uint32 d) {
uint32 e = FROM_LE_32(d);
saveBytes(&e, 4);
}
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void Serializer::saveWord(uint16 d) {
uint16 e = FROM_LE_16(d);
saveBytes(&e, 2);
}
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void Serializer::saveByte(byte b) {
saveBytes(&b, 1);
}
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uint32 Serializer::loadUint32() {
uint32 e;
loadBytes(&e, 4);
return FROM_LE_32(e);
}
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uint16 Serializer::loadWord() {
uint16 e;
loadBytes(&e, 2);
return FROM_LE_16(e);
}
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byte Serializer::loadByte() {
byte e;
loadBytes(&e, 1);
return e;
}
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void Serializer::saveArrayOf(void *b, int len, int datasize, byte filetype) {
byte *at = (byte *)b;
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uint32 data;
// speed up byte arrays
if (datasize == 1 && filetype == sleByte) {
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;
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} else {
error("saveLoadArrayOf: invalid size %d", datasize);
}
switch (filetype) {
case sleByte:
saveByte((byte)data);
break;
case sleUint16:
case sleInt16:
saveWord((int16)data);
break;
case sleInt32:
case sleUint32:
saveUint32(data);
break;
default:
error("saveLoadArrayOf: invalid filetype %d", filetype);
}
}
}
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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 = loadWord();
break;
case sleInt16:
data = (int16)loadWord();
break;
case sleUint32:
data = loadUint32();
break;
case sleInt32:
data = (int32)loadUint32();
break;
default:
error("saveLoadArrayOf: 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("saveLoadArrayOf: invalid size %d", datasize);
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}
}
}
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void Serializer::saveLoadArrayOf(void *b, int num, int datasize, const SaveLoadEntry *sle) {
byte *data = (byte *)b;
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if (isSaving()) {
while (--num >= 0) {
saveEntries(data, sle);
data += datasize;
}
} else {
while (--num >= 0) {
loadEntries(data, sle);
data += datasize;
}
}
}
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void Serializer::saveLoadArrayOf(void *b, int len, int datasize, byte filetype) {
if (isSaving())
saveArrayOf(b, len, datasize, filetype);
else
loadArrayOf(b, len, datasize, filetype);
}
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void Serializer::saveLoadEntries(void *d, const SaveLoadEntry *sle) {
if (isSaving())
saveEntries(d, sle);
else
loadEntries(d, sle);
}
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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;
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type = (byte) sle->type;
if (sle->maxVersion != CURRENT_VER) {
// Skip obsolete entries
if (type & 128)
sle++;
} else if (size == 0xFF) {
// save reference
void *ptr = *((void **)at);
saveWord(ptr ? ((*_save_ref) (_ref_me, type, ptr) + 1) : 0);
} 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++;
}
}
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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;
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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 if (size == 0xFF) {
// load reference...
int num = loadWord();
// ...but only use it if it's still there in CURRENT_VER
if (sle->maxVersion == CURRENT_VER)
*((void **)at) = num ? (*_load_ref) (_ref_me, type, num - 1) : NULL;
} 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++;
}
}