mirror of
https://github.com/libretro/scummvm.git
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c6830b4138
- Moved some character shape code to KyraEngine_v2 svn-id: r31821
263 lines
7.9 KiB
C++
263 lines
7.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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#include "common/endian.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "kyra/kyra_mr.h"
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#include "kyra/timer.h"
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namespace Kyra {
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void KyraEngine_MR::saveGame(const char *fileName, const char *saveName) {
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debugC(9, kDebugLevelMain, "KyraEngine_MR::saveGame('%s', '%s')", fileName, saveName);
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Common::OutSaveFile *out = openSaveForWriting(fileName, saveName);
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if (!out) {
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warning("Can't open file '%s', game not loadable", fileName);
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return;
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}
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_timer->saveDataToFile(*out);
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out->writeUint32BE(sizeof(_flagsTable));
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out->write(_flagsTable, sizeof(_flagsTable));
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out->writeSint16BE(_lastMusicCommand);
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out->writeByte(_currentChapter);
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out->writeByte(_characterShapeFile);
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//XXX
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out->writeSint16BE(_score);
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out->writeSint16BE(_scoreMax);
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out->writeByte(_malcolmsMood);
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out->write(_conversationState, sizeof(_conversationState));
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out->write(_newSceneDlgState, sizeof(_newSceneDlgState));
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for (int i = 0; i < 100; ++i)
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out->writeUint16BE(_hiddenItems[i]);
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out->write(_scoreFlagTable, sizeof(_scoreFlagTable));
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out->writeUint16BE(_mainCharacter.sceneId);
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out->writeUint16BE(_mainCharacter.dlgIndex);
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out->writeByte(_mainCharacter.height);
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out->writeByte(_mainCharacter.facing);
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out->writeUint16BE(_mainCharacter.animFrame);
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out->writeByte(_mainCharacter.walkspeed);
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for (int i = 0; i < 10; ++i)
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out->writeUint16BE(_mainCharacter.inventory[i]);
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out->writeSint16BE(_mainCharacter.x1);
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out->writeSint16BE(_mainCharacter.y1);
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out->writeSint16BE(_mainCharacter.x2);
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out->writeSint16BE(_mainCharacter.y2);
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out->writeSint16BE(_mainCharacter.x3);
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out->writeSint16BE(_mainCharacter.y3);
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for (int i = 0; i < 50; ++i) {
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out->writeUint16BE(_itemList[i].id);
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out->writeUint16BE(_itemList[i].sceneId);
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out->writeSint16BE(_itemList[i].x);
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out->writeSint16BE(_itemList[i].y);
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}
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for (int i = 0; i < 88; ++i) {
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out->write(_talkObjectList[i].filename, 13);
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out->writeByte(_talkObjectList[i].sceneAnim);
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out->writeByte(_talkObjectList[i].sceneScript);
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out->writeSint16BE(_talkObjectList[i].x);
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out->writeSint16BE(_talkObjectList[i].y);
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out->writeByte(_talkObjectList[i].color);
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}
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for (int i = 0; i < 98; ++i) {
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out->write(_sceneList[i].filename1, 10);
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out->write(_sceneList[i].filename2, 10);
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out->writeUint16BE(_sceneList[i].exit1);
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out->writeUint16BE(_sceneList[i].exit2);
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out->writeUint16BE(_sceneList[i].exit3);
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out->writeUint16BE(_sceneList[i].exit4);
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out->writeByte(_sceneList[i].flags);
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out->writeByte(_sceneList[i].sound);
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}
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out->writeSint16BE(_itemInHand);
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out->writeUint16BE(_sceneExit1);
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out->writeUint16BE(_sceneExit2);
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out->writeUint16BE(_sceneExit3);
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out->writeUint16BE(_sceneExit4);
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out->finalize();
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// check for errors
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if (out->ioFailed())
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warning("Can't write file '%s'. (Disk full?)", fileName);
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else
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debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);
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delete out;
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}
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void KyraEngine_MR::loadGame(const char *fileName) {
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debugC(9, kDebugLevelMain, "KyraEngine_MR::loadGame('%s')", fileName);
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SaveHeader header;
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Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
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if (!saveFile) {
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showMessageFromCCode(17, 0xB3, 0);
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snd_playSoundEffect(0x0D, 0xC8);
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return;
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}
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if (_inventoryState) {
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updateCharacterAnim(0);
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restorePage3();
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drawAnimObjects();
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_inventoryState = true;
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refreshAnimObjects(0);
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hideInventory();
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}
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_deathHandler = -1;
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if (!_unkSceneScreenFlag1)
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_lastMusicCommand = -1;
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int curShapes = _characterShapeFile;
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Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, true);
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_screen->hideMouse();
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_timer->loadDataFromFile(in, header.version);
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uint32 flagsSize = in.readUint32BE();
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assert(flagsSize <= sizeof(_flagsTable));
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in.read(_flagsTable, flagsSize);
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// usually we have to save the flag set by opcode 10 here
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_lastMusicCommand = in.readSint16();
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_currentChapter = in.readByte();
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_characterShapeFile = in.readByte();
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//XXX
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_score = in.readSint16();
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_scoreMax = in.readSint16();
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_malcolmsMood = in.readByte();
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in.read(_conversationState, sizeof(_conversationState));
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in.read(_newSceneDlgState, sizeof(_newSceneDlgState));
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for (int i = 0; i < 100; ++i)
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_hiddenItems[i] = in.readUint16();
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in.read(_scoreFlagTable, sizeof(_scoreFlagTable));
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_mainCharacter.sceneId = in.readUint16();
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_mainCharacter.dlgIndex = in.readUint16();
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_mainCharacter.height = in.readByte();
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_mainCharacter.facing = in.readByte();
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_mainCharacter.animFrame = in.readUint16();
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_mainCharacter.walkspeed = in.readByte();
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for (int i = 0; i < 10; ++i)
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_mainCharacter.inventory[i] = in.readUint16();
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_mainCharacter.x1 = in.readSint16();
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_mainCharacter.y1 = in.readSint16();
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_mainCharacter.x2 = in.readSint16();
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_mainCharacter.y2 = in.readSint16();
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_mainCharacter.x3 = in.readSint16();
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_mainCharacter.y3 = in.readSint16();
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for (int i = 0; i < 50; ++i) {
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_itemList[i].id = in.readUint16();
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_itemList[i].sceneId = in.readUint16();
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_itemList[i].x = in.readSint16();
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_itemList[i].y = in.readSint16();
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if (header.version <= 9)
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in.readUint16();
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}
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for (int i = 0; i < 88; ++i) {
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in.read(_talkObjectList[i].filename, 13);
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_talkObjectList[i].sceneAnim = in.readByte();
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_talkObjectList[i].sceneScript = in.readByte();
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_talkObjectList[i].x = in.readSint16();
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_talkObjectList[i].y = in.readSint16();
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_talkObjectList[i].color = in.readByte();
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}
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for (int i = 0; i < 98; ++i) {
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in.read(_sceneList[i].filename1, 10);
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in.read(_sceneList[i].filename2, 10);
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_sceneList[i].exit1 = in.readUint16();
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_sceneList[i].exit2 = in.readUint16();
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_sceneList[i].exit3 = in.readUint16();
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_sceneList[i].exit4 = in.readUint16();
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_sceneList[i].flags = in.readByte();
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_sceneList[i].sound = in.readByte();
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}
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_itemInHand = in.readSint16();
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_sceneExit1 = in.readUint16();
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_sceneExit2 = in.readUint16();
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_sceneExit3 = in.readUint16();
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_sceneExit4 = in.readUint16();
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if (saveFile->ioFailed())
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error("Load failed ('%s', '%s').", fileName, header.description.c_str());
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else
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debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", header.description.c_str());
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_loadingState = true;
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updateCharacterAnim(0);
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_loadingState = false;
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if (curShapes != _characterShapeFile)
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loadCharacterShapes(_characterShapeFile);
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_mainCharX = _mainCharacter.x2 = _mainCharacter.x1;
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_mainCharY = _mainCharacter.y2 = _mainCharacter.y1;
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_mainCharacter.facing = 4;
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_badConscienceShown = false;
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_badConsciencePosition = false;
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_goodConscienceShown = false;
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_goodConsciencePosition = false;
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enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
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setHandItem(_itemInHand);
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if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
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snd_playWanderScoreViaMap(_lastMusicCommand, 1);
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else if (_lastMusicCommand == -1)
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snd_playWanderScoreViaMap(28, 1);
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while (!_screen->isMouseVisible())
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_screen->showMouse();
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setCommandLineRestoreTimer(7);
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_shownMessage = " ";
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_restoreCommandLine = false;
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// We didn't explicitly set the walk speed, but it's saved as part of
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// the _timers array, so we need to re-sync it with _configWalkspeed.
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setWalkspeed(_configWalkspeed);
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}
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} // end of namespace Kyra
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