scummvm/engines/sci/engine/savegame.cpp
Filippos Karapetis 7f83640894 SCI32: Add a game option to double the videos in KQ7 by default
Scaling works correctly with the Windows variant, which uses AVI files,
but the DOS variant uses Robot videos, and the way scaling is done
there is different, and is not working yet with KQ7 DOS. Nonetheless,
both versions are included in the game, so it's not a major issue.
2018-09-01 13:14:38 +03:00

1432 lines
45 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/savefile.h"
#include "common/stream.h"
#include "common/system.h"
#include "common/func.h"
#include "common/serializer.h"
#include "common/translation.h"
#include "graphics/thumbnail.h"
#include "sci/sci.h"
#include "sci/event.h"
#include "sci/engine/features.h"
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
#include "sci/engine/message.h"
#include "sci/engine/savegame.h"
#include "sci/engine/selector.h"
#include "sci/engine/vm_types.h"
#include "sci/engine/script.h" // for SCI_OBJ_EXPORTS and SCI_OBJ_SYNONYMS
#include "sci/graphics/helpers.h"
#include "sci/graphics/menu.h"
#include "sci/graphics/palette.h"
#include "sci/graphics/ports.h"
#include "sci/graphics/screen.h"
#include "sci/parser/vocabulary.h"
#include "sci/sound/audio.h"
#include "sci/sound/music.h"
#ifdef ENABLE_SCI32
#include "common/config-manager.h"
#include "common/gui_options.h"
#include "sci/engine/guest_additions.h"
#include "sci/graphics/cursor32.h"
#include "sci/graphics/frameout.h"
#include "sci/graphics/palette32.h"
#include "sci/graphics/remap32.h"
#include "sci/graphics/video32.h"
#endif
namespace Sci {
// These are serialization functions for various objects.
void syncWithSerializer(Common::Serializer &s, Common::Serializable &obj) {
obj.saveLoadWithSerializer(s);
}
void syncWithSerializer(Common::Serializer &s, ResourceId &obj) {
s.syncAsByte(obj._type);
s.syncAsUint16LE(obj._number);
s.syncAsUint32LE(obj._tuple);
}
void syncWithSerializer(Common::Serializer &s, reg_t &obj) {
s.syncAsUint16LE(obj._segment);
s.syncAsUint16LE(obj._offset);
}
void syncWithSerializer(Common::Serializer &s, synonym_t &obj) {
s.syncAsUint16LE(obj.replaceant);
s.syncAsUint16LE(obj.replacement);
}
void syncWithSerializer(Common::Serializer &s, Class &obj) {
s.syncAsSint32LE(obj.script);
syncWithSerializer(s, obj.reg);
}
void syncWithSerializer(Common::Serializer &s, List &obj) {
syncWithSerializer(s, obj.first);
syncWithSerializer(s, obj.last);
}
void syncWithSerializer(Common::Serializer &s, Node &obj) {
syncWithSerializer(s, obj.pred);
syncWithSerializer(s, obj.succ);
syncWithSerializer(s, obj.key);
syncWithSerializer(s, obj.value);
}
#pragma mark -
// By default, sync using syncWithSerializer, which in turn can easily be overloaded.
template<typename T>
struct DefaultSyncer : Common::BinaryFunction<Common::Serializer, T, void> {
void operator()(Common::Serializer &s, T &obj, int) const {
syncWithSerializer(s, obj);
}
};
// Syncer for entries in a segment obj table
template<typename T>
struct SegmentObjTableEntrySyncer : Common::BinaryFunction<Common::Serializer, typename T::Entry &, void> {
void operator()(Common::Serializer &s, typename T::Entry &entry, int index) const {
s.syncAsSint32LE(entry.next_free);
bool hasData = false;
if (s.getVersion() >= 37) {
if (s.isSaving()) {
hasData = entry.data != nullptr;
}
s.syncAsByte(hasData);
} else {
hasData = (entry.next_free == index);
}
if (hasData) {
if (s.isLoading()) {
entry.data = new typename T::value_type;
}
syncWithSerializer(s, *entry.data);
} else if (s.isLoading()) {
if (s.getVersion() < 37) {
typename T::value_type dummy;
syncWithSerializer(s, dummy);
}
entry.data = nullptr;
}
}
};
/**
* Sync a Common::Array using a Common::Serializer.
* When saving, this writes the length of the array, then syncs (writes) all entries.
* When loading, it loads the length of the array, then resizes it accordingly, before
* syncing all entries.
*
* Note: This shouldn't be in common/array.h nor in common/serializer.h, after
* all, not all code using arrays wants to use the serializer, and vice versa.
* But we could put this into a separate header file in common/ at some point.
* Something like common/serializer-extras.h or so.
*
* TODO: Add something like this for lists, queues....
*/
template<typename T, class Syncer = DefaultSyncer<T> >
struct ArraySyncer : Common::BinaryFunction<Common::Serializer, T, void> {
void operator()(Common::Serializer &s, Common::Array<T> &arr) const {
uint len = arr.size();
s.syncAsUint32LE(len);
Syncer sync;
// Resize the array if loading.
if (s.isLoading())
arr.resize(len);
for (uint i = 0; i < len; ++i) {
sync(s, arr[i], i);
}
}
};
// Convenience wrapper
template<typename T>
void syncArray(Common::Serializer &s, Common::Array<T> &arr) {
ArraySyncer<T> sync;
sync(s, arr);
}
template<typename T, class Syncer>
void syncArray(Common::Serializer &s, Common::Array<T> &arr) {
ArraySyncer<T, Syncer> sync;
sync(s, arr);
}
void SegManager::saveLoadWithSerializer(Common::Serializer &s) {
if (s.isLoading()) {
resetSegMan();
// Reset _scriptSegMap, to be restored below
_scriptSegMap.clear();
}
s.skip(4, VER(14), VER(18)); // OBSOLETE: Used to be _exportsAreWide
uint sync_heap_size = _heap.size();
s.syncAsUint32LE(sync_heap_size);
_heap.resize(sync_heap_size);
for (uint i = 0; i < sync_heap_size; ++i) {
SegmentObj *&mobj = _heap[i];
// Sync the segment type
SegmentType type = (s.isSaving() && mobj) ? mobj->getType() : SEG_TYPE_INVALID;
s.syncAsUint32LE(type);
if (type == SEG_TYPE_HUNK) {
// Don't save or load HunkTable segments
continue;
} else if (type == SEG_TYPE_INVALID) {
// If we were saving and mobj == 0, or if we are loading and this is an
// entry marked as empty -> skip to next
continue;
} else if (type == 5) {
// Don't save or load the obsolete system string segments
if (s.isSaving()) {
continue;
} else {
// Old saved game. Skip the data.
Common::String tmp;
for (int j = 0; j < 4; j++) {
s.syncString(tmp); // OBSOLETE: name
s.skip(4); // OBSOLETE: maxSize
s.syncString(tmp); // OBSOLETE: value
}
_heap[i] = NULL; // set as freed
continue;
}
#ifdef ENABLE_SCI32
} else if (type == SEG_TYPE_ARRAY) {
_arraysSegId = i;
} else if (s.getVersion() >= 36 && type == SEG_TYPE_BITMAP) {
_bitmapSegId = i;
#endif
}
if (s.isLoading())
mobj = SegmentObj::createSegmentObj(type);
assert(mobj);
// Let the object sync custom data. Scripts are loaded at this point.
mobj->saveLoadWithSerializer(s);
if (type == SEG_TYPE_SCRIPT) {
Script *scr = (Script *)mobj;
if (s.isLoading()) {
_scriptSegMap[scr->getScriptNumber()] = i;
}
if (s.getVersion() >= 28)
scr->syncStringHeap(s);
}
}
s.syncAsSint32LE(_clonesSegId);
s.syncAsSint32LE(_listsSegId);
s.syncAsSint32LE(_nodesSegId);
syncArray<Class>(s, _classTable);
if (s.isLoading()) {
// Now that all scripts are loaded, init their objects.
// Just like in Script::initializeObjectsSci0, we do two passes
// in case an object is loaded before its base.
int passes = getSciVersion() < SCI_VERSION_1_1 ? 2 : 1;
for (int pass = 1; pass <= passes; ++pass) {
for (uint i = 0; i < _heap.size(); i++) {
if (!_heap[i] || _heap[i]->getType() != SEG_TYPE_SCRIPT)
continue;
Script *scr = (Script *)_heap[i];
scr->syncLocalsBlock(this);
ObjMap &objects = scr->getObjectMap();
for (ObjMap::iterator it = objects.begin(); it != objects.end(); ++it) {
reg_t addr = it->_value.getPos();
if (pass == 1) {
scr->scriptObjInit(addr, false);
} else {
Object *obj = scr->getObject(addr.getOffset());
// When a game disposes a script with kDisposeScript,
// the script is marked as deleted and its lockers are
// set to 0, which makes the GC stop using the script
// as a retainer of its own objects. Most of the time,
// this means that the script and all of its objects are
// cleaned up on the next GC cycle, but occasionally a
// game will retain a reference to an object within a
// disposed script somewhere else, which keeps the
// script (and all of its objects) alive. This does not
// prevent the GC from safely collecting other objects
// that had only been retained by now-unreachable script
// objects, so references held by these unreachable
// objects may be invalidated. If the superclass of one
// of these objects is GC'd (because it was the only
// retainer of the superclass), and a save game is
// created after kDisposeScript is called but before
// the script actually becomes collectable, it will
// cause the `initBaseObject` call to fail on restore,
// but this is fine because the object isn't reachable
// anyway (it is just waiting to be GC'd).
//
// For example, in EcoQuest floppy, after opening the
// gate for Delphineus at the beginning of the game,
// the game calls to dispose script 380, but there are
// still reachable references to the script 380 object
// `outsideGateLever` at `CueObj::client` and
// `OnMeAndLowY::theObj`, so script 380 (and all of its
// objects) are retained. However, the now-unreachable
// `fJump` object had been the only retainer of its
// superclass `JumpTo`, so the `JumpTo` class gets
// GC'd, and the `fJump` object is left with no valid
// superclass. If the game is saved and restored at this
// point, `initBaseObject` will fail on `fJump` because
// it has no superclass (but, again, this is fine
// because this is an unreachable object). Later,
// `outsideGateLever` becomes unreachable as the
// `CueObj::client` and `OnMeAndLowY::theObj` properties
// are changed, which means that all script 380 objects
// are finally unreachable and the script and its
// objects get fully disposed.
//
// All that said, if a script has lockers and the base
// object necessary for restoring the object is still
// missing, that is probably a real bug.
if (!obj->initBaseObject(this, addr, false) && scr->getLockers()) {
warning("Failed to locate base object %04x:%04x for object %04x:%04x (%s); skipping", PRINT_REG(obj->getSpeciesSelector()), PRINT_REG(addr), getObjectName(addr));
}
}
}
#ifdef ENABLE_SCI32
if (pass == passes) {
g_sci->_guestAdditions->segManSaveLoadScriptHook(*scr);
}
#endif
}
}
}
}
static void sync_SavegameMetadata(Common::Serializer &s, SavegameMetadata &obj) {
s.syncString(obj.name);
s.syncVersion(CURRENT_SAVEGAME_VERSION);
obj.version = s.getVersion();
s.syncString(obj.gameVersion);
s.syncAsSint32LE(obj.saveDate);
s.syncAsSint32LE(obj.saveTime);
if (s.getVersion() < 22) {
obj.gameObjectOffset = 0;
obj.script0Size = 0;
} else {
s.syncAsUint16LE(obj.gameObjectOffset);
s.syncAsUint16LE(obj.script0Size);
}
// Playtime
obj.playTime = 0;
if (s.isLoading()) {
if (s.getVersion() >= 26)
s.syncAsUint32LE(obj.playTime);
} else {
if (s.getVersion() >= 34) {
obj.playTime = g_sci->getTickCount();
} else {
obj.playTime = g_engine->getTotalPlayTime() / 1000;
}
s.syncAsUint32LE(obj.playTime);
}
// Some games require additional metadata to display their restore screens
// correctly
if (s.getVersion() >= 39) {
if (s.isSaving()) {
const reg_t *globals = g_sci->getEngineState()->variables[VAR_GLOBAL];
if (g_sci->getGameId() == GID_SHIVERS) {
obj.lowScore = globals[kGlobalVarScore].toUint16();
obj.highScore = globals[kGlobalVarShivers1Score].toUint16();
obj.avatarId = 0;
} else if (g_sci->getGameId() == GID_MOTHERGOOSEHIRES) {
obj.lowScore = obj.highScore = 0;
obj.avatarId = readSelectorValue(g_sci->getEngineState()->_segMan, globals[kGlobalVarEgo], SELECTOR(view));
} else {
obj.lowScore = obj.highScore = obj.avatarId = 0;
}
}
s.syncAsUint16LE(obj.lowScore);
s.syncAsUint16LE(obj.highScore);
s.syncAsByte(obj.avatarId);
}
}
void EngineState::saveLoadWithSerializer(Common::Serializer &s) {
Common::String tmp;
s.syncString(tmp, VER(14), VER(23)); // OBSOLETE: Used to be gameVersion
if (getSciVersion() <= SCI_VERSION_1_1) {
// Save/Load picPort as well for SCI0-SCI1.1. Necessary for Castle of Dr. Brain,
// as the picPort has been changed when loading during the intro
int16 picPortTop, picPortLeft;
Common::Rect picPortRect;
if (s.isSaving())
picPortRect = g_sci->_gfxPorts->kernelGetPicWindow(picPortTop, picPortLeft);
s.syncAsSint16LE(picPortRect.top);
s.syncAsSint16LE(picPortRect.left);
s.syncAsSint16LE(picPortRect.bottom);
s.syncAsSint16LE(picPortRect.right);
s.syncAsSint16LE(picPortTop);
s.syncAsSint16LE(picPortLeft);
if (s.isLoading())
g_sci->_gfxPorts->kernelSetPicWindow(picPortRect, picPortTop, picPortLeft, false);
}
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
g_sci->_video32->beforeSaveLoadWithSerializer(s);
}
#endif
_segMan->saveLoadWithSerializer(s);
g_sci->_soundCmd->syncPlayList(s);
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2) {
g_sci->_gfxPalette32->saveLoadWithSerializer(s);
g_sci->_gfxRemap32->saveLoadWithSerializer(s);
g_sci->_gfxCursor32->saveLoadWithSerializer(s);
g_sci->_audio32->saveLoadWithSerializer(s);
g_sci->_video32->saveLoadWithSerializer(s);
} else
#endif
g_sci->_gfxPalette16->saveLoadWithSerializer(s);
}
void Vocabulary::saveLoadWithSerializer(Common::Serializer &s) {
syncArray<synonym_t>(s, _synonyms);
}
void LocalVariables::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(script_id);
syncArray<reg_t>(s, _locals);
}
void Object::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(_isFreed);
syncWithSerializer(s, _pos);
s.syncAsSint32LE(_methodCount); // that's actually a uint16
syncArray<reg_t>(s, _variables);
#ifdef ENABLE_SCI32
if (s.getVersion() >= 42 && getSciVersion() == SCI_VERSION_3) {
// Obsolete mustSetViewVisible array
if (s.getVersion() == 42 && s.isLoading()) {
uint32 len;
s.syncAsUint32LE(len);
s.skip(len);
}
syncWithSerializer(s, _superClassPosSci3);
syncWithSerializer(s, _speciesSelectorSci3);
syncWithSerializer(s, _infoSelectorSci3);
}
#endif
}
template<typename T>
void sync_Table(Common::Serializer &s, T &obj) {
s.syncAsSint32LE(obj.first_free);
s.syncAsSint32LE(obj.entries_used);
syncArray<typename T::Entry, SegmentObjTableEntrySyncer<T> >(s, obj._table);
}
void CloneTable::saveLoadWithSerializer(Common::Serializer &s) {
sync_Table<CloneTable>(s, *this);
}
void NodeTable::saveLoadWithSerializer(Common::Serializer &s) {
sync_Table<NodeTable>(s, *this);
}
void ListTable::saveLoadWithSerializer(Common::Serializer &s) {
sync_Table<ListTable>(s, *this);
}
void HunkTable::saveLoadWithSerializer(Common::Serializer &s) {
// Do nothing, hunk tables are not actually saved nor loaded.
}
void Script::syncStringHeap(Common::Serializer &s) {
if (getSciVersion() < SCI_VERSION_1_1) {
// Sync all of the SCI_OBJ_STRINGS blocks
SciSpan<byte> buf = *_buf;
bool oldScriptHeader = (getSciVersion() == SCI_VERSION_0_EARLY);
if (oldScriptHeader)
buf += 2;
for (;;) {
int blockType = buf.getUint16LEAt(0);
int blockSize;
if (blockType == 0)
break;
blockSize = buf.getUint16LEAt(2);
assert(blockSize > 0);
if (blockType == SCI_OBJ_STRINGS)
s.syncBytes(buf.getUnsafeDataAt(0, blockSize), blockSize);
buf += blockSize;
}
} else if (getSciVersion() >= SCI_VERSION_1_1 && getSciVersion() <= SCI_VERSION_2_1_LATE){
// Strings in SCI1.1 come after the object instances
SciSpan<byte> buf = _heap.subspan(4 + _heap.getUint16SEAt(2) * 2);
// Skip all of the objects
while (buf.getUint16SEAt(0) == SCRIPT_OBJECT_MAGIC_NUMBER)
buf += buf.getUint16SEAt(2) * 2;
// Now, sync everything till the end of the buffer
const int length = _heap.size() - (buf - _heap);
s.syncBytes(buf.getUnsafeDataAt(0, length), length);
} else if (getSciVersion() == SCI_VERSION_3) {
const int stringOffset = _buf->getInt32SEAt(4);
const int length = _buf->getInt32SEAt(8) - stringOffset;
s.syncBytes(_buf->getUnsafeDataAt(stringOffset, length), length);
}
}
void Script::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(_nr);
if (s.isLoading())
load(_nr, g_sci->getResMan(), g_sci->getScriptPatcher());
s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _bufSize
s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _scriptSize
s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _heapSize
s.skip(4, VER(14), VER(19)); // OBSOLETE: Used to be _numExports
s.skip(4, VER(14), VER(19)); // OBSOLETE: Used to be _numSynonyms
s.syncAsSint32LE(_lockers);
// Sync _objects. This is a hashmap, and we use the following on disk format:
// First we store the number of items in the hashmap, then we store each
// object (which is an 'Object' instance). For loading, we take advantage
// of the fact that the key of each Object obj is just obj._pos.offset !
// By "chance" this format is identical to the format used to sync Common::Array<>,
// hence we can still old savegames with identical code :).
uint numObjs = _objects.size();
s.syncAsUint32LE(numObjs);
if (s.isLoading()) {
_objects.clear();
Object tmp;
for (uint i = 0; i < numObjs; ++i) {
syncWithSerializer(s, tmp);
_objects[tmp.getPos().getOffset()] = tmp;
}
} else {
ObjMap::iterator it;
const ObjMap::iterator end = _objects.end();
for (it = _objects.begin(); it != end; ++it) {
syncWithSerializer(s, it->_value);
}
}
s.skip(4, VER(14), VER(20)); // OBSOLETE: Used to be _localsOffset
s.syncAsSint32LE(_localsSegment);
s.syncAsSint32LE(_markedAsDeleted);
}
void DynMem::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(_size);
s.syncString(_description);
if (!_buf && _size) {
_buf = (byte *)calloc(_size, 1);
}
if (_size)
s.syncBytes(_buf, _size);
}
void DataStack::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsUint32LE(_capacity);
if (s.isLoading()) {
free(_entries);
_entries = (reg_t *)calloc(_capacity, sizeof(reg_t));
}
}
#pragma mark -
void SciMusic::saveLoadWithSerializer(Common::Serializer &s) {
// Sync song lib data. When loading, the actual song lib will be initialized
// afterwards in gamestate_restore()
int songcount = 0;
byte masterVolume = soundGetMasterVolume();
byte reverb = _pMidiDrv->getReverb();
if (s.isSaving()) {
s.syncAsByte(_soundOn);
s.syncAsByte(masterVolume);
s.syncAsByte(reverb, VER(17));
} else if (s.isLoading()) {
if (s.getVersion() >= 15) {
s.syncAsByte(_soundOn);
s.syncAsByte(masterVolume);
reverb = 0;
s.syncAsByte(reverb, VER(17));
} else {
_soundOn = true;
masterVolume = 15;
reverb = 0;
}
soundSetSoundOn(_soundOn);
soundSetMasterVolume(masterVolume);
setGlobalReverb(reverb);
}
if (s.isSaving())
songcount = _playList.size();
s.syncAsUint32LE(songcount);
if (s.isLoading())
clearPlayList();
Common::StackLock lock(_mutex);
if (s.isLoading()) {
for (int i = 0; i < songcount; i++) {
MusicEntry *curSong = new MusicEntry();
curSong->saveLoadWithSerializer(s);
_playList.push_back(curSong);
}
} else {
for (int i = 0; i < songcount; i++) {
_playList[i]->saveLoadWithSerializer(s);
}
}
}
void MusicEntry::saveLoadWithSerializer(Common::Serializer &s) {
syncWithSerializer(s, soundObj);
s.syncAsSint16LE(resourceId);
s.syncAsSint16LE(dataInc);
s.syncAsSint16LE(ticker);
s.syncAsSint16LE(signal, VER(17));
if (s.getVersion() >= 31) // FE sound/music.h -> priority
s.syncAsSint16LE(priority);
else
s.syncAsByte(priority);
s.syncAsSint16LE(loop, VER(17));
s.syncAsByte(volume);
s.syncAsByte(hold, VER(17));
s.syncAsByte(fadeTo);
s.syncAsSint16LE(fadeStep);
s.syncAsSint32LE(fadeTicker);
s.syncAsSint32LE(fadeTickerStep);
s.syncAsByte(status);
if (s.getVersion() >= 32)
s.syncAsByte(playBed);
else if (s.isLoading())
playBed = false;
if (s.getVersion() >= 33)
s.syncAsByte(overridePriority);
else if (s.isLoading())
overridePriority = false;
// pMidiParser and pStreamAud will be initialized when the
// sound list is reconstructed in gamestate_restore()
if (s.isLoading()) {
soundRes = 0;
pMidiParser = 0;
pStreamAud = 0;
reverb = -1; // invalid reverb, will be initialized in processInitSound()
}
}
void SoundCommandParser::syncPlayList(Common::Serializer &s) {
_music->saveLoadWithSerializer(s);
}
void SoundCommandParser::reconstructPlayList() {
_music->_mutex.lock();
// We store all songs here because starting songs may re-shuffle their order
MusicList songs;
for (MusicList::iterator i = _music->getPlayListStart(); i != _music->getPlayListEnd(); ++i)
songs.push_back(*i);
// Done with main playlist, so release lock
_music->_mutex.unlock();
for (MusicList::iterator i = songs.begin(); i != songs.end(); ++i) {
MusicEntry *entry = *i;
initSoundResource(entry);
#ifdef ENABLE_SCI32
if (_soundVersion >= SCI_VERSION_2 && entry->isSample) {
const reg_t &soundObj = entry->soundObj;
if (readSelectorValue(_segMan, soundObj, SELECTOR(loop)) == 0xFFFF &&
readSelector(_segMan, soundObj, SELECTOR(handle)) != NULL_REG) {
writeSelector(_segMan, soundObj, SELECTOR(handle), NULL_REG);
processPlaySound(soundObj, entry->playBed);
}
} else
#endif
if (entry->status == kSoundPlaying) {
// WORKAROUND: PQ3 (German?) scripts can set volume negative in the
// sound object directly without going through DoSound.
// Since we re-read this selector when re-playing the sound after loading,
// this will lead to unexpected behaviour. As a workaround we
// sync the sound object's selectors here. (See bug #5501)
writeSelectorValue(_segMan, entry->soundObj, SELECTOR(loop), entry->loop);
writeSelectorValue(_segMan, entry->soundObj, SELECTOR(priority), entry->priority);
if (_soundVersion >= SCI_VERSION_1_EARLY)
writeSelectorValue(_segMan, entry->soundObj, SELECTOR(vol), entry->volume);
processPlaySound(entry->soundObj, entry->playBed);
}
}
}
#ifdef ENABLE_SCI32
void ArrayTable::saveLoadWithSerializer(Common::Serializer &ser) {
if (ser.getVersion() < 18)
return;
sync_Table<ArrayTable>(ser, *this);
}
void SciArray::saveLoadWithSerializer(Common::Serializer &s) {
uint16 savedSize;
if (s.isSaving()) {
savedSize = _size;
}
s.syncAsByte(_type);
s.syncAsByte(_elementSize);
s.syncAsUint16LE(savedSize);
if (s.isLoading()) {
resize(savedSize);
}
switch (_type) {
case kArrayTypeInt16:
case kArrayTypeID:
for (int i = 0; i < savedSize; ++i) {
syncWithSerializer(s, ((reg_t *)_data)[i]);
}
break;
case kArrayTypeByte:
case kArrayTypeString:
s.syncBytes((byte *)_data, savedSize);
break;
default:
error("Attempt to sync invalid SciArray type %d", _type);
}
}
void BitmapTable::saveLoadWithSerializer(Common::Serializer &ser) {
if (ser.getVersion() < 36) {
return;
}
sync_Table(ser, *this);
}
void SciBitmap::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() < 36) {
return;
}
s.syncAsByte(_gc);
s.syncAsUint32LE(_dataSize);
if (s.isLoading()) {
_data = (byte *)malloc(_dataSize);
}
s.syncBytes(_data, _dataSize);
if (s.isLoading()) {
_buffer.init(getWidth(), getHeight(), getWidth(), getPixels(), Graphics::PixelFormat::createFormatCLUT8());
}
}
#endif
void GfxPalette::palVarySaveLoadPalette(Common::Serializer &s, Palette *palette) {
s.syncBytes(palette->mapping, 256);
s.syncAsUint32LE(palette->timestamp);
for (int i = 0; i < 256; i++) {
s.syncAsByte(palette->colors[i].used);
s.syncAsByte(palette->colors[i].r);
s.syncAsByte(palette->colors[i].g);
s.syncAsByte(palette->colors[i].b);
}
s.syncBytes(palette->intensity, 256);
}
void GfxPalette::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() >= 25) {
// We need to save intensity of the _sysPalette at least for kq6 when entering the dark cave (room 390)
// from room 340. scripts will set intensity to 60 for this room and restore them when leaving.
// Sierra SCI is also doing this (although obviously not for SCI0->SCI01 games, still it doesn't hurt
// to save it everywhere). Refer to bug #3072868
s.syncBytes(_sysPalette.intensity, 256);
}
if (s.getVersion() >= 24) {
if (s.isLoading() && _palVaryResourceId != -1)
palVaryRemoveTimer();
s.syncAsSint32LE(_palVaryResourceId);
if (_palVaryResourceId != -1 || s.getVersion() >= 40) {
if (_palVaryResourceId != -1) {
palVarySaveLoadPalette(s, &_palVaryOriginPalette);
palVarySaveLoadPalette(s, &_palVaryTargetPalette);
}
s.syncAsSint16LE(_palVaryStep);
s.syncAsSint16LE(_palVaryStepStop);
s.syncAsSint16LE(_palVaryDirection);
s.syncAsUint16LE(_palVaryTicks);
s.syncAsSint32LE(_palVaryPaused);
if (s.getVersion() >= 40)
s.syncAsSint32LE(_palVarySignal);
}
if (s.isLoading() && s.getVersion() < 40) {
// Reset _palVaryPaused to 0 when loading an old savegame.
// Before version 40, we didn't restore or reset _palVaryPaused.
// In QfG3 this could get it stuck at positive values (bug #9674).
//
// Other SCI11 games don't appear to use palVaryPaused at all.
// (Looked at eq2, freddy, kq6, lb2, mgoose11, pq1, qg1, sq4, sq5)
_palVaryPaused = 0;
// Clear any pending updates, since _palVarySignal also wasn't saved
// before version 40.
_palVarySignal = 0;
}
if (s.isLoading() && _palVaryResourceId != -1) {
palVaryInstallTimer();
}
}
}
#ifdef ENABLE_SCI32
static void saveLoadPalette32(Common::Serializer &s, Palette &palette) {
s.syncAsUint32LE(palette.timestamp);
for (int i = 0; i < ARRAYSIZE(palette.colors); ++i) {
s.syncAsByte(palette.colors[i].used);
s.syncAsByte(palette.colors[i].r);
s.syncAsByte(palette.colors[i].g);
s.syncAsByte(palette.colors[i].b);
}
}
static void saveLoadOptionalPalette32(Common::Serializer &s, Common::ScopedPtr<Palette> &palette) {
bool hasPalette = false;
if (s.isSaving()) {
hasPalette = palette;
}
s.syncAsByte(hasPalette);
if (hasPalette) {
if (s.isLoading()) {
palette.reset(new Palette);
}
saveLoadPalette32(s, *palette);
}
}
void GfxPalette32::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() < 34) {
return;
}
if (s.isLoading()) {
++_version;
for (int i = 0; i < kNumCyclers; ++i) {
_cyclers[i].reset();
}
_varyTargetPalette.reset();
_varyStartPalette.reset();
}
s.syncAsSint16LE(_varyDirection);
s.syncAsSint16LE(_varyPercent);
s.syncAsSint16LE(_varyTargetPercent);
s.syncAsSint16LE(_varyFromColor);
s.syncAsSint16LE(_varyToColor);
s.syncAsUint16LE(_varyNumTimesPaused);
s.syncAsByte(_needsUpdate);
s.syncAsSint32LE(_varyTime);
s.syncAsUint32LE(_varyLastTick);
for (int i = 0; i < ARRAYSIZE(_fadeTable); ++i) {
s.syncAsByte(_fadeTable[i]);
}
for (int i = 0; i < ARRAYSIZE(_cycleMap); ++i) {
s.syncAsByte(_cycleMap[i]);
}
if (g_sci->_features->hasLatePaletteCode() && s.getVersion() >= 41) {
s.syncAsSint16LE(_gammaLevel);
saveLoadPalette32(s, _sourcePalette);
++_version;
_needsUpdate = true;
_gammaChanged = true;
}
saveLoadOptionalPalette32(s, _varyTargetPalette);
saveLoadOptionalPalette32(s, _varyStartPalette);
// _nextPalette is not saved by SSCI
for (int i = 0; i < ARRAYSIZE(_cyclers); ++i) {
PalCycler *cycler = nullptr;
bool hasCycler = false;
if (s.isSaving()) {
cycler = _cyclers[i].get();
hasCycler = (cycler != nullptr);
}
s.syncAsByte(hasCycler);
if (hasCycler) {
if (s.isLoading()) {
cycler = new PalCycler;
_cyclers[i].reset(cycler);
}
s.syncAsByte(cycler->fromColor);
s.syncAsUint16LE(cycler->numColorsToCycle);
s.syncAsByte(cycler->currentCycle);
s.syncAsByte(cycler->direction);
s.syncAsUint32LE(cycler->lastUpdateTick);
s.syncAsSint16LE(cycler->delay);
s.syncAsUint16LE(cycler->numTimesPaused);
}
}
}
void GfxRemap32::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() < 35) {
return;
}
s.syncAsByte(_numActiveRemaps);
s.syncAsByte(_blockedRangeStart);
s.syncAsSint16LE(_blockedRangeCount);
for (uint i = 0; i < _remaps.size(); ++i) {
SingleRemap &singleRemap = _remaps[i];
s.syncAsByte(singleRemap._type);
if (s.isLoading() && singleRemap._type != kRemapNone) {
singleRemap.reset();
}
s.syncAsByte(singleRemap._from);
s.syncAsByte(singleRemap._to);
s.syncAsByte(singleRemap._delta);
s.syncAsByte(singleRemap._percent);
s.syncAsByte(singleRemap._gray);
}
if (s.isLoading()) {
_needsUpdate = true;
}
}
void GfxCursor32::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() < 38) {
return;
}
int32 hideCount;
if (s.isSaving()) {
hideCount = _hideCount;
}
s.syncAsSint32LE(hideCount);
s.syncAsSint16LE(_restrictedArea.left);
s.syncAsSint16LE(_restrictedArea.top);
s.syncAsSint16LE(_restrictedArea.right);
s.syncAsSint16LE(_restrictedArea.bottom);
s.syncAsUint16LE(_cursorInfo.resourceId);
s.syncAsUint16LE(_cursorInfo.loopNo);
s.syncAsUint16LE(_cursorInfo.celNo);
if (s.isLoading()) {
hide();
setView(_cursorInfo.resourceId, _cursorInfo.loopNo, _cursorInfo.celNo);
if (!hideCount) {
show();
} else {
_hideCount = hideCount;
}
}
}
void Audio32::saveLoadWithSerializer(Common::Serializer &s) {
if (!g_sci->_features->hasSci3Audio() || s.getVersion() < 44) {
return;
}
syncArray(s, _lockedResourceIds);
}
void Video32::beforeSaveLoadWithSerializer(Common::Serializer &s) {
if (getSciVersion() < SCI_VERSION_3 || s.isSaving()) {
return;
}
_robotPlayer.close();
}
void Video32::saveLoadWithSerializer(Common::Serializer &s) {
if (getSciVersion() < SCI_VERSION_3) {
return;
}
bool robotExists = _robotPlayer.getStatus() != RobotDecoder::kRobotStatusUninitialized;
s.syncAsByte(robotExists);
if (robotExists) {
GuiResourceId robotId;
reg_t planeId;
Common::Point position;
int16 priority, scale;
int frameNo;
if (s.isSaving()) {
robotId = _robotPlayer.getResourceId();
planeId = _robotPlayer.getPlaneId();
priority = _robotPlayer.getPriority();
position = _robotPlayer.getPosition();
scale = _robotPlayer.getScale();
frameNo = _robotPlayer.getFrameNo();
}
s.syncAsUint16LE(robotId);
syncWithSerializer(s, planeId);
s.syncAsSint16LE(priority);
s.syncAsSint16LE(position.x);
s.syncAsSint16LE(position.y);
s.syncAsSint16LE(scale);
s.syncAsSint32LE(frameNo);
if (s.isLoading()) {
_robotPlayer.open(robotId, planeId, priority, position.x, position.y, scale);
_robotPlayer.showFrame(frameNo, position.x, position.y, priority);
}
}
}
#endif
void GfxPorts::saveLoadWithSerializer(Common::Serializer &s) {
// reset() is called directly way earlier in gamestate_restore()
if (s.getVersion() >= 27) {
uint windowCount = 0;
uint id = PORTS_FIRSTSCRIPTWINDOWID;
if (s.isSaving()) {
while (id < _windowsById.size()) {
if (_windowsById[id])
windowCount++;
id++;
}
}
// Save/Restore window count
s.syncAsUint32LE(windowCount);
if (s.isSaving()) {
id = PORTS_FIRSTSCRIPTWINDOWID;
while (id < _windowsById.size()) {
if (_windowsById[id]) {
Window *window = (Window *)_windowsById[id];
window->saveLoadWithSerializer(s);
}
id++;
}
} else {
id = PORTS_FIRSTSCRIPTWINDOWID;
while (windowCount) {
Window *window = new Window(0);
window->saveLoadWithSerializer(s);
// add enough entries inside _windowsById as needed
while (id <= window->id) {
_windowsById.push_back(0);
id++;
}
_windowsById[window->id] = window;
// _windowList may not be 100% correct using that way of restoring
// saving/restoring ports won't work perfectly anyway, because the contents
// of the window can only get repainted by the scripts and they dont do that
// so we will get empty, transparent windows instead. So perfect window order
// shouldn't really matter
if (window->counterTillFree) {
_freeCounter++;
} else {
// we don't put the saved script windows into _windowList[], so that they aren't used
// by kernel functions. This is important and would cause issues otherwise.
// see Conquests of Camelot - bug #6744 - when saving on the map screen (room 103),
// restoring would result in a black window in place
// where the area name was displayed before
// In Sierra's SCI the behaviour is identical to us
// Sierra's SCI won't show those windows after restoring
// If this should cause issues in another game, we would have to add a flag to simply
// avoid any drawing operations for such windows
// We still have to restore script windows, because for example Conquests of Camelot
// will immediately delete windows, that were created before saving the game.
}
windowCount--;
}
}
}
}
void SegManager::reconstructStack(EngineState *s) {
DataStack *stack = (DataStack *)(_heap[findSegmentByType(SEG_TYPE_STACK)]);
s->stack_base = stack->_entries;
s->stack_top = s->stack_base + stack->_capacity;
}
void SegManager::reconstructClones() {
for (uint i = 0; i < _heap.size(); i++) {
SegmentObj *mobj = _heap[i];
if (mobj && mobj->getType() == SEG_TYPE_CLONES) {
CloneTable *ct = (CloneTable *)mobj;
for (uint j = 0; j < ct->_table.size(); j++) {
// Check if the clone entry is used
uint entryNum = (uint)ct->first_free;
bool isUsed = true;
while (entryNum != ((uint) CloneTable::HEAPENTRY_INVALID)) {
if (entryNum == j) {
isUsed = false;
break;
}
entryNum = ct->_table[entryNum].next_free;
}
if (!isUsed)
continue;
CloneTable::value_type &seeker = ct->at(j);
const Object *baseObj = getObject(seeker.getSpeciesSelector());
seeker.cloneFromObject(baseObj);
if (!baseObj) {
// Can happen when loading some KQ6 savegames
warning("Clone entry without a base class: %d", j);
}
} // end for
} // end if
} // end for
}
#pragma mark -
bool gamestate_save(EngineState *s, Common::WriteStream *fh, const Common::String &savename, const Common::String &version) {
Common::Serializer ser(nullptr, fh);
set_savegame_metadata(ser, fh, savename, version);
s->saveLoadWithSerializer(ser); // FIXME: Error handling?
if (g_sci->_gfxPorts)
g_sci->_gfxPorts->saveLoadWithSerializer(ser);
Vocabulary *voc = g_sci->getVocabulary();
if (voc)
voc->saveLoadWithSerializer(ser);
// TODO: SSCI (at least JonesCD, presumably more) also stores the Menu state
return true;
}
extern void showScummVMDialog(const Common::String &message);
void gamestate_afterRestoreFixUp(EngineState *s, int savegameId) {
switch (g_sci->getGameId()) {
case GID_MOTHERGOOSE:
// WORKAROUND: Mother Goose SCI0
// Script 200 / rm200::newRoom will set global C5h directly right after creating a child to the
// current number of children plus 1.
// We can't trust that global, that's why we set the actual savedgame id right here directly after
// restoring a saved game.
// If we didn't, the game would always save to a new slot
s->variables[VAR_GLOBAL][0xC5].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
break;
case GID_MOTHERGOOSE256:
// WORKAROUND: Mother Goose SCI1/SCI1.1 does some weird things for
// saving a previously restored game.
// We set the current savedgame-id directly and remove the script
// code concerning this via script patch.
s->variables[VAR_GLOBAL][0xB3].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
break;
case GID_JONES:
// HACK: The code that enables certain menu items isn't called when a game is restored from the
// launcher, or the "Restore game" option in the game's main menu - bugs #6537 and #6723.
// These menu entries are disabled when the game is launched, and are enabled when a new game is
// started. The code for enabling these entries is is all in script 1, room1::init, but that code
// path is never followed in these two cases (restoring game from the menu, or restoring a game
// from the ScummVM launcher). Thus, we perform the calls to enable the menus ourselves here.
// These two are needed when restoring from the launcher
// FIXME: The original interpreter saves and restores the menu state, so these attributes
// are automatically reset there. We may want to do the same.
g_sci->_gfxMenu->kernelSetAttribute(257 >> 8, 257 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Sierra -> About Jones
g_sci->_gfxMenu->kernelSetAttribute(258 >> 8, 258 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Sierra -> Help
// The rest are normally enabled from room1::init
g_sci->_gfxMenu->kernelSetAttribute(769 >> 8, 769 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Options -> Delete current player
g_sci->_gfxMenu->kernelSetAttribute(513 >> 8, 513 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Save Game
g_sci->_gfxMenu->kernelSetAttribute(515 >> 8, 515 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Restore Game
g_sci->_gfxMenu->kernelSetAttribute(1025 >> 8, 1025 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Status -> Statistics
g_sci->_gfxMenu->kernelSetAttribute(1026 >> 8, 1026 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Status -> Goals
break;
case GID_KQ6:
if (g_sci->isCD()) {
// WORKAROUND:
// For the CD version of King's Quest 6, set global depending on current hires/lowres state
// The game sets a global at the start depending on it and some things check that global
// instead of checking platform like for example the game action menu.
// This never happened in the original interpreter, because the original DOS interpreter
// was only capable of lowres graphics and the original Windows 3.11 interpreter was only capable
// of hires graphics. Saved games were not compatible between those two.
// Which means saving during lowres mode, then going into hires mode and restoring that saved game,
// will result in some graphics being incorrect (lowres).
// That's why we are setting the global after restoring a saved game depending on hires/lowres state.
// The CD demo of KQ6 does the same and uses the exact same global.
if ((g_sci->getPlatform() == Common::kPlatformWindows) || (g_sci->forceHiresGraphics())) {
s->variables[VAR_GLOBAL][0xA9].setOffset(1);
} else {
s->variables[VAR_GLOBAL][0xA9].setOffset(0);
}
}
break;
case GID_PQ2:
// HACK: Same as in Jones - enable the save game menu option when loading in
// PQ2 (bug #6875). It gets disabled in the game's death screen.
g_sci->_gfxMenu->kernelSetAttribute(2, 1, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Save Game
break;
#ifdef ENABLE_SCI32
case GID_KQ7:
if (Common::checkGameGUIOption(GAMEOPTION_UPSCALE_VIDEOS, ConfMan.get("guioptions"))) {
uint16 value = ConfMan.getBool("enable_video_upscale") ? 32 : 0;
s->variables[VAR_GLOBAL][kGlobalVarKQ7UpscaleVideos] = make_reg(0, value);
}
break;
case GID_PHANTASMAGORIA2:
if (Common::checkGameGUIOption(GAMEOPTION_ENABLE_CENSORING, ConfMan.get("guioptions"))) {
s->variables[VAR_GLOBAL][kGlobalVarPhant2CensorshipFlag] = make_reg(0, ConfMan.getBool("enable_censoring"));
}
break;
case GID_SHIVERS:
// WORKAROUND: When loading a saved game from the GMM in the same scene in
// Shivers, we end up with the same draw list, but the scene palette is not
// set properly. Normally, Shivers does a room change when showing the saved
// game list, which does not occur when loading directly from the GMM. When
// loading from the GMM, at this point all of the visible planes and items
// are deleted, so calling frameOut here helps reset the game palette
// properly, like when changing a room.
g_sci->_gfxFrameout->frameOut(true);
break;
#endif
default:
break;
}
}
void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
SavegameMetadata meta;
Common::Serializer ser(fh, 0);
sync_SavegameMetadata(ser, meta);
if (fh->eos()) {
s->r_acc = TRUE_REG; // signal failure
return;
}
// In SCI32 these checks are all in kCheckSaveGame32
if (getSciVersion() < SCI_VERSION_2) {
if ((meta.version < MINIMUM_SAVEGAME_VERSION) || (meta.version > CURRENT_SAVEGAME_VERSION)) {
if (meta.version < MINIMUM_SAVEGAME_VERSION) {
showScummVMDialog(_("The format of this saved game is obsolete, unable to load it"));
} else {
Common::String msg = Common::String::format(_("Savegame version is %d, maximum supported is %0d"), meta.version, CURRENT_SAVEGAME_VERSION);
showScummVMDialog(msg);
}
s->r_acc = TRUE_REG; // signal failure
return;
}
if (meta.gameObjectOffset > 0 && meta.script0Size > 0) {
Resource *script0 = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 0), false);
if (script0->size() != meta.script0Size || g_sci->getGameObject().getOffset() != meta.gameObjectOffset) {
showScummVMDialog(_("This saved game was created with a different version of the game, unable to load it"));
s->r_acc = TRUE_REG; // signal failure
return;
}
}
}
// We don't need the thumbnail here, so just read it and discard it
Graphics::skipThumbnail(*fh);
// reset ports is one of the first things we do, because that may free() some hunk memory
// and we don't want to do that after we read in the saved game hunk memory
if (g_sci->_gfxPorts)
g_sci->_gfxPorts->reset();
// clear screen
if (getSciVersion() <= SCI_VERSION_1_1) {
// Only do clearing the screen for SCI16
// Both SCI16 + SCI32 did not clear the screen.
// We basically do it for SCI16, because of KQ6.
// When hires portraits are shown and the user restores during that time, the portraits
// wouldn't get fully removed. In original SCI, the user wasn't able to restore during that time,
// so this is basically a workaround, so that ScummVM features work properly.
// For SCI32, behavior was verified in DOSBox, that SCI32 does not clear and also not redraw the screen.
// It only redraws elements that have changed in comparison to the state before the restore.
// If we cleared the screen for SCI32, we would have issues because of this behavior.
if (g_sci->_gfxScreen)
g_sci->_gfxScreen->clearForRestoreGame();
}
s->reset(true);
s->saveLoadWithSerializer(ser); // FIXME: Error handling?
// Now copy all current state information
s->_segMan->reconstructStack(s);
s->_segMan->reconstructClones();
s->initGlobals();
s->gcCountDown = GC_INTERVAL - 1;
// Time state:
s->lastWaitTime = g_system->getMillis();
s->_screenUpdateTime = g_system->getMillis();
if (meta.version >= 34) {
g_sci->setTickCount(meta.playTime);
} else {
g_engine->setTotalPlayTime(meta.playTime * 1000);
}
if (g_sci->_gfxPorts)
g_sci->_gfxPorts->saveLoadWithSerializer(ser);
Vocabulary *voc = g_sci->getVocabulary();
if (ser.getVersion() >= 30 && voc)
voc->saveLoadWithSerializer(ser);
g_sci->_soundCmd->reconstructPlayList();
// Message state:
delete s->_msgState;
s->_msgState = new MessageState(s->_segMan);
// System strings:
s->_segMan->initSysStrings();
s->abortScriptProcessing = kAbortLoadGame;
// signal restored game to game scripts
s->gameIsRestarting = GAMEISRESTARTING_RESTORE;
}
void set_savegame_metadata(Common::Serializer &ser, Common::WriteStream *fh, const Common::String &savename, const Common::String &version) {
TimeDate curTime;
g_system->getTimeAndDate(curTime);
SavegameMetadata meta;
meta.version = CURRENT_SAVEGAME_VERSION;
meta.name = savename;
meta.gameVersion = version;
meta.saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
meta.saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
Resource *script0 = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 0), false);
assert(script0);
meta.script0Size = script0->size();
meta.gameObjectOffset = g_sci->getGameObject().getOffset();
sync_SavegameMetadata(ser, meta);
Graphics::saveThumbnail(*fh);
}
void set_savegame_metadata(Common::WriteStream *fh, const Common::String &savename, const Common::String &version) {
Common::Serializer ser(nullptr, fh);
set_savegame_metadata(ser, fh, savename, version);
}
bool get_savegame_metadata(Common::SeekableReadStream *stream, SavegameMetadata &meta) {
assert(stream);
Common::Serializer ser(stream, nullptr);
sync_SavegameMetadata(ser, meta);
if (stream->eos())
return false;
if ((meta.version < MINIMUM_SAVEGAME_VERSION) ||
(meta.version > CURRENT_SAVEGAME_VERSION)) {
if (meta.version < MINIMUM_SAVEGAME_VERSION)
warning("Old savegame version detected- can't load");
else
warning("Savegame version is %d- maximum supported is %0d", meta.version, CURRENT_SAVEGAME_VERSION);
return false;
}
return true;
}
} // End of namespace Sci