mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-27 12:16:59 +00:00
65b5d31814
svn-id: r40725
1049 lines
32 KiB
C++
1049 lines
32 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/debug.h"
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#include "common/savefile.h"
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#include "cine/cine.h"
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#include "cine/bg_list.h"
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#include "cine/saveload.h"
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#include "cine/sound.h"
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#include "cine/various.h"
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namespace Cine {
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int16 currentDisk;
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int16 saveVar2;
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bool writeChunkHeader(Common::OutSaveFile &out, const ChunkHeader &header) {
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out.writeUint32BE(header.id);
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out.writeUint32BE(header.version);
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out.writeUint32BE(header.size);
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return !out.err();
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}
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bool loadChunkHeader(Common::SeekableReadStream &in, ChunkHeader &header) {
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header.id = in.readUint32BE();
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header.version = in.readUint32BE();
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header.size = in.readUint32BE();
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return !in.ioFailed();
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}
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/*! \brief Savegame format detector
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* \param fHandle Savefile to check
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* \return Savegame format on success, ANIMSIZE_UNKNOWN on failure
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*
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* This function seeks through the savefile and tries to determine the
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* savegame format it uses. There's a miniscule chance that the detection
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* algorithm could get confused and think that the file uses both the older
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* and the newer format but that is such a remote possibility that I wouldn't
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* worry about it at all.
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*
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* Also detects the temporary Operation Stealth savegame format now.
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*/
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enum CineSaveGameFormat detectSaveGameFormat(Common::SeekableReadStream &fHandle) {
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const uint32 prevStreamPos = fHandle.pos();
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// First check for the temporary Operation Stealth savegame format.
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fHandle.seek(0);
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ChunkHeader hdr;
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loadChunkHeader(fHandle, hdr);
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fHandle.seek(prevStreamPos);
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if (hdr.id == TEMP_OS_FORMAT_ID) {
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return TEMP_OS_FORMAT;
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}
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// Ok, so the savegame isn't using the temporary Operation Stealth savegame format.
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// Let's check for the plain Future Wars savegame format and its different versions then.
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// The animDataTable begins at savefile position 0x2315.
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// Each animDataTable entry takes 23 bytes in older saves (Revisions 21772-31443)
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// and 30 bytes in the save format after that (Revision 31444 and onwards).
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// There are 255 entries in the animDataTable in both of the savefile formats.
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static const uint animDataTableStart = 0x2315;
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static const uint animEntriesCount = 255;
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static const uint oldAnimEntrySize = 23;
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static const uint newAnimEntrySize = 30;
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static const uint animEntrySizeChoices[] = {oldAnimEntrySize, newAnimEntrySize};
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Common::Array<uint> animEntrySizeMatches;
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// Try to walk through the savefile using different animDataTable entry sizes
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// and make a list of all the successful entry sizes.
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for (uint i = 0; i < ARRAYSIZE(animEntrySizeChoices); i++) {
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// 206 = 2 * 50 * 2 + 2 * 3 (Size of global and object script entries)
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// 20 = 4 * 2 + 2 * 6 (Size of overlay and background incrust entries)
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static const uint sizeofScreenParams = 2 * 6;
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static const uint globalScriptEntrySize = 206;
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static const uint objectScriptEntrySize = 206;
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static const uint overlayEntrySize = 20;
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static const uint bgIncrustEntrySize = 20;
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static const uint chainEntrySizes[] = {
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globalScriptEntrySize,
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objectScriptEntrySize,
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overlayEntrySize,
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bgIncrustEntrySize
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};
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uint animEntrySize = animEntrySizeChoices[i];
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// Jump over the animDataTable entries and the screen parameters
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int32 newPos = animDataTableStart + animEntrySize * animEntriesCount + sizeofScreenParams;
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// Check that there's data left after the point we're going to jump to
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if (newPos >= fHandle.size()) {
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continue;
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}
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fHandle.seek(newPos);
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// Jump over the remaining items in the savegame file
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// (i.e. the global scripts, object scripts, overlays and background incrusts).
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bool chainWalkSuccess = true;
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for (uint chainIndex = 0; chainIndex < ARRAYSIZE(chainEntrySizes); chainIndex++) {
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// Read entry count and jump over the entries
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int entryCount = fHandle.readSint16BE();
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newPos = fHandle.pos() + chainEntrySizes[chainIndex] * entryCount;
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// Check that we didn't go past the end of file.
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// Note that getting exactly to the end of file is acceptable.
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if (newPos > fHandle.size()) {
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chainWalkSuccess = false;
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break;
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}
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fHandle.seek(newPos);
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}
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// If we could walk the chain successfully and
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// got exactly to the end of file then we've got a match.
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if (chainWalkSuccess && fHandle.pos() == fHandle.size()) {
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// We found a match, let's save it
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animEntrySizeMatches.push_back(animEntrySize);
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}
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}
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// Check that we got only one entry size match.
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// If we didn't, then return an error.
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enum CineSaveGameFormat result = ANIMSIZE_UNKNOWN;
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if (animEntrySizeMatches.size() == 1) {
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const uint animEntrySize = animEntrySizeMatches[0];
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assert(animEntrySize == oldAnimEntrySize || animEntrySize == newAnimEntrySize);
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if (animEntrySize == oldAnimEntrySize) {
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result = ANIMSIZE_23;
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} else { // animEntrySize == newAnimEntrySize
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// Check data and mask pointers in all of the animDataTable entries
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// to see whether we've got the version with the broken data and mask pointers or not.
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// In the broken format all data and mask pointers were always zero.
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static const uint relativeDataPos = 2 * 4;
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bool pointersIntact = false;
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for (uint i = 0; i < animEntriesCount; i++) {
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fHandle.seek(animDataTableStart + i * animEntrySize + relativeDataPos);
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uint32 data = fHandle.readUint32BE();
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uint32 mask = fHandle.readUint32BE();
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if ((data != 0) || (mask != 0)) {
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pointersIntact = true;
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break;
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}
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}
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result = (pointersIntact ? ANIMSIZE_30_PTRS_INTACT : ANIMSIZE_30_PTRS_BROKEN);
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}
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} else if (animEntrySizeMatches.size() > 1) {
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warning("Savegame format detector got confused by input data. Detecting savegame to be using an unknown format");
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} else { // animEtrySizeMatches.size() == 0
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debug(3, "Savegame format detector was unable to detect savegame's format");
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}
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fHandle.seek(prevStreamPos);
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return result;
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}
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/*! \brief Restore script list item from savefile
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* \param fHandle Savefile handle open for reading
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* \param isGlobal Restore object or global script?
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*/
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void loadScriptFromSave(Common::SeekableReadStream &fHandle, bool isGlobal) {
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ScriptVars localVars, labels;
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uint16 compare, pos;
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int16 idx;
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labels.load(fHandle);
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localVars.load(fHandle);
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compare = fHandle.readUint16BE();
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pos = fHandle.readUint16BE();
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idx = fHandle.readUint16BE();
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// no way to reinitialize these
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if (idx < 0) {
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return;
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}
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// original code loaded everything into globalScripts, this should be
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// the correct behavior
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if (isGlobal) {
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ScriptPtr tmp(scriptInfo->create(*scriptTable[idx], idx, labels, localVars, compare, pos));
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assert(tmp);
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globalScripts.push_back(tmp);
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} else {
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ScriptPtr tmp(scriptInfo->create(*relTable[idx], idx, labels, localVars, compare, pos));
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assert(tmp);
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objectScripts.push_back(tmp);
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}
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}
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/*! \brief Restore overlay sprites from savefile
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* \param fHandle Savefile open for reading
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*/
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void loadOverlayFromSave(Common::SeekableReadStream &fHandle) {
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overlay tmp;
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fHandle.readUint32BE();
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fHandle.readUint32BE();
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tmp.objIdx = fHandle.readUint16BE();
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tmp.type = fHandle.readUint16BE();
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tmp.x = fHandle.readSint16BE();
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tmp.y = fHandle.readSint16BE();
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tmp.width = fHandle.readSint16BE();
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tmp.color = fHandle.readSint16BE();
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overlayList.push_back(tmp);
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}
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bool loadObjectTable(Common::SeekableReadStream &in) {
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in.readUint16BE(); // Entry count
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in.readUint16BE(); // Entry size
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for (int i = 0; i < NUM_MAX_OBJECT; i++) {
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objectTable[i].x = in.readSint16BE();
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objectTable[i].y = in.readSint16BE();
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objectTable[i].mask = in.readUint16BE();
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objectTable[i].frame = in.readSint16BE();
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objectTable[i].costume = in.readSint16BE();
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in.read(objectTable[i].name, 20);
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objectTable[i].part = in.readUint16BE();
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}
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return !in.ioFailed();
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}
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bool loadZoneData(Common::SeekableReadStream &in) {
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for (int i = 0; i < 16; i++) {
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zoneData[i] = in.readUint16BE();
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}
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return !in.ioFailed();
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}
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bool loadCommandVariables(Common::SeekableReadStream &in) {
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for (int i = 0; i < 4; i++) {
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commandVar3[i] = in.readUint16BE();
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}
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return !in.ioFailed();
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}
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bool loadScreenParams(Common::SeekableReadStream &in) {
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// TODO: handle screen params (really required ?)
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in.readUint16BE();
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in.readUint16BE();
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in.readUint16BE();
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in.readUint16BE();
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in.readUint16BE();
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in.readUint16BE();
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return !in.ioFailed();
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}
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bool loadGlobalScripts(Common::SeekableReadStream &in) {
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int size = in.readSint16BE();
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for (int i = 0; i < size; i++) {
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loadScriptFromSave(in, true);
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}
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return !in.ioFailed();
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}
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bool loadObjectScripts(Common::SeekableReadStream &in) {
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int size = in.readSint16BE();
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for (int i = 0; i < size; i++) {
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loadScriptFromSave(in, false);
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}
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return !in.ioFailed();
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}
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bool loadOverlayList(Common::SeekableReadStream &in) {
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int size = in.readSint16BE();
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for (int i = 0; i < size; i++) {
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loadOverlayFromSave(in);
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}
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return !in.ioFailed();
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}
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bool loadSeqList(Common::SeekableReadStream &in) {
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uint size = in.readUint16BE();
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SeqListElement tmp;
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for (uint i = 0; i < size; i++) {
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tmp.var4 = in.readSint16BE();
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tmp.objIdx = in.readUint16BE();
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tmp.var8 = in.readSint16BE();
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tmp.frame = in.readSint16BE();
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tmp.varC = in.readSint16BE();
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tmp.varE = in.readSint16BE();
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tmp.var10 = in.readSint16BE();
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tmp.var12 = in.readSint16BE();
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tmp.var14 = in.readSint16BE();
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tmp.var16 = in.readSint16BE();
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tmp.var18 = in.readSint16BE();
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tmp.var1A = in.readSint16BE();
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tmp.var1C = in.readSint16BE();
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tmp.var1E = in.readSint16BE();
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seqList.push_back(tmp);
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}
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return !in.ioFailed();
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}
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bool loadZoneQuery(Common::SeekableReadStream &in) {
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for (int i = 0; i < 16; i++) {
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zoneQuery[i] = in.readUint16BE();
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}
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return !in.ioFailed();
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}
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void saveObjectTable(Common::OutSaveFile &out) {
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out.writeUint16BE(NUM_MAX_OBJECT); // Entry count
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out.writeUint16BE(0x20); // Entry size
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for (int i = 0; i < NUM_MAX_OBJECT; i++) {
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out.writeUint16BE(objectTable[i].x);
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out.writeUint16BE(objectTable[i].y);
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out.writeUint16BE(objectTable[i].mask);
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out.writeUint16BE(objectTable[i].frame);
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out.writeUint16BE(objectTable[i].costume);
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out.write(objectTable[i].name, 20);
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out.writeUint16BE(objectTable[i].part);
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}
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}
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void saveZoneData(Common::OutSaveFile &out) {
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for (int i = 0; i < 16; i++) {
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out.writeUint16BE(zoneData[i]);
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}
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}
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void saveCommandVariables(Common::OutSaveFile &out) {
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for (int i = 0; i < 4; i++) {
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out.writeUint16BE(commandVar3[i]);
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}
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}
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/*! \brief Save the 80 bytes long command buffer padded to that length with zeroes. */
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void saveCommandBuffer(Common::OutSaveFile &out) {
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// Let's make sure there's space for the trailing zero
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// (That's why we subtract one from the maximum command buffer size here).
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uint32 size = MIN<uint32>(commandBuffer.size(), kMaxCommandBufferSize - 1);
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out.write(commandBuffer.c_str(), size);
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// Write the rest as zeroes (Here we also write the string's trailing zero)
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for (uint i = 0; i < kMaxCommandBufferSize - size; i++) {
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out.writeByte(0);
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}
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}
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void saveAnimDataTable(Common::OutSaveFile &out) {
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out.writeUint16BE(NUM_MAX_ANIMDATA); // Entry count
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out.writeUint16BE(0x1E); // Entry size
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for (int i = 0; i < NUM_MAX_ANIMDATA; i++) {
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animDataTable[i].save(out);
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}
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}
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void saveScreenParams(Common::OutSaveFile &out) {
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// Screen parameters, unhandled
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out.writeUint16BE(0);
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out.writeUint16BE(0);
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out.writeUint16BE(0);
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out.writeUint16BE(0);
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out.writeUint16BE(0);
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out.writeUint16BE(0);
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}
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void saveGlobalScripts(Common::OutSaveFile &out) {
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ScriptList::const_iterator it;
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out.writeUint16BE(globalScripts.size());
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for (it = globalScripts.begin(); it != globalScripts.end(); ++it) {
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(*it)->save(out);
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}
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}
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void saveObjectScripts(Common::OutSaveFile &out) {
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ScriptList::const_iterator it;
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out.writeUint16BE(objectScripts.size());
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for (it = objectScripts.begin(); it != objectScripts.end(); ++it) {
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(*it)->save(out);
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}
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}
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void saveOverlayList(Common::OutSaveFile &out) {
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Common::List<overlay>::const_iterator it;
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out.writeUint16BE(overlayList.size());
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for (it = overlayList.begin(); it != overlayList.end(); ++it) {
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out.writeUint32BE(0); // next
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out.writeUint32BE(0); // previous?
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out.writeUint16BE(it->objIdx);
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out.writeUint16BE(it->type);
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out.writeSint16BE(it->x);
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out.writeSint16BE(it->y);
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out.writeSint16BE(it->width);
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out.writeSint16BE(it->color);
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}
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}
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void saveBgIncrustList(Common::OutSaveFile &out) {
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Common::List<BGIncrust>::const_iterator it;
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out.writeUint16BE(bgIncrustList.size());
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for (it = bgIncrustList.begin(); it != bgIncrustList.end(); ++it) {
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out.writeUint32BE(0); // next
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out.writeUint32BE(0); // previous?
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out.writeUint16BE(it->objIdx);
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out.writeUint16BE(it->param);
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out.writeUint16BE(it->x);
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out.writeUint16BE(it->y);
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out.writeUint16BE(it->frame);
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out.writeUint16BE(it->part);
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}
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}
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void saveZoneQuery(Common::OutSaveFile &out) {
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for (int i = 0; i < 16; i++) {
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out.writeUint16BE(zoneQuery[i]);
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}
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}
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void saveSeqList(Common::OutSaveFile &out) {
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Common::List<SeqListElement>::const_iterator it;
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out.writeUint16BE(seqList.size());
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for (it = seqList.begin(); it != seqList.end(); ++it) {
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out.writeSint16BE(it->var4);
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out.writeUint16BE(it->objIdx);
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out.writeSint16BE(it->var8);
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out.writeSint16BE(it->frame);
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out.writeSint16BE(it->varC);
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out.writeSint16BE(it->varE);
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out.writeSint16BE(it->var10);
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out.writeSint16BE(it->var12);
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out.writeSint16BE(it->var14);
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out.writeSint16BE(it->var16);
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out.writeSint16BE(it->var18);
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out.writeSint16BE(it->var1A);
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out.writeSint16BE(it->var1C);
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out.writeSint16BE(it->var1E);
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}
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}
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bool CineEngine::loadSaveDirectory(void) {
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Common::InSaveFile *fHandle;
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char tmp[80];
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snprintf(tmp, 80, "%s.dir", _targetName.c_str());
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fHandle = g_saveFileMan->openForLoading(tmp);
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if (!fHandle) {
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return false;
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}
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fHandle->read(currentSaveName, 10 * 20);
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delete fHandle;
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return true;
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}
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bool CineEngine::loadTempSaveOS(Common::SeekableReadStream &in) {
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char musicName[13];
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char bgNames[8][13];
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|
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// First check the temporary Operation Stealth savegame format header.
|
|
ChunkHeader hdr;
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loadChunkHeader(in, hdr);
|
|
if (hdr.id != TEMP_OS_FORMAT_ID) {
|
|
warning("loadTempSaveOS: File has incorrect identifier. Not loading savegame");
|
|
return false;
|
|
} else if (hdr.version > CURRENT_OS_SAVE_VER) {
|
|
warning("loadTempSaveOS: Detected newer format version. Not loading savegame");
|
|
return false;
|
|
} else if ((int)hdr.version < (int)CURRENT_OS_SAVE_VER) {
|
|
warning("loadTempSaveOS: Detected older format version. Trying to load nonetheless. Things may break");
|
|
} else { // hdr.id == TEMP_OS_FORMAT_ID && hdr.version == CURRENT_OS_SAVE_VER
|
|
debug(3, "loadTempSaveOS: Found correct header (Both the identifier and version number match).");
|
|
}
|
|
|
|
// There shouldn't be any data in the header's chunk currently so it's an error if there is.
|
|
if (hdr.size > 0) {
|
|
warning("loadTempSaveOS: Format header's chunk seems to contain data so format is incorrect. Not loading savegame");
|
|
return false;
|
|
}
|
|
|
|
// Ok, so we've got a correct header for a temporary Operation Stealth savegame.
|
|
// Let's start loading the plain savegame data then.
|
|
currentDisk = in.readUint16BE();
|
|
in.read(currentPartName, 13);
|
|
in.read(currentPrcName, 13);
|
|
in.read(currentRelName, 13);
|
|
in.read(currentMsgName, 13);
|
|
|
|
// Load the 8 background names.
|
|
for (uint i = 0; i < 8; i++) {
|
|
in.read(bgNames[i], 13);
|
|
}
|
|
|
|
in.read(currentCtName, 13);
|
|
|
|
// Moved the loading of current procedure, relation,
|
|
// backgrounds and Ct here because if they were at the
|
|
// end of this function then the global scripts loading
|
|
// made an array out of bounds access. In the original
|
|
// game's disassembly these aren't here but at the end.
|
|
// The difference is probably in how we handle loading
|
|
// the global scripts and some other things (i.e. the
|
|
// loading routines aren't exactly the same and subtle
|
|
// semantic differences result in having to do things
|
|
// in a different order).
|
|
{
|
|
// Not sure if this is needed with Operation Stealth...
|
|
checkDataDisk(currentDisk);
|
|
|
|
if (strlen(currentPrcName)) {
|
|
loadPrc(currentPrcName);
|
|
}
|
|
|
|
if (strlen(currentRelName)) {
|
|
loadRel(currentRelName);
|
|
}
|
|
|
|
// Load first background (Uses loadBg)
|
|
if (strlen(bgNames[0])) {
|
|
loadBg(bgNames[0]);
|
|
}
|
|
|
|
// Add backgrounds 1-7 (Uses addBackground)
|
|
for (int i = 1; i < 8; i++) {
|
|
if (strlen(bgNames[i])) {
|
|
addBackground(bgNames[i], i);
|
|
}
|
|
}
|
|
|
|
if (strlen(currentCtName)) {
|
|
loadCtOS(currentCtName);
|
|
}
|
|
}
|
|
|
|
loadObjectTable(in);
|
|
renderer->restorePalette(in);
|
|
globalVars.load(in, NUM_MAX_VAR);
|
|
loadZoneData(in);
|
|
loadCommandVariables(in);
|
|
char tempCommandBuffer[kMaxCommandBufferSize];
|
|
in.read(tempCommandBuffer, kMaxCommandBufferSize);
|
|
commandBuffer = tempCommandBuffer;
|
|
renderer->setCommand(commandBuffer);
|
|
loadZoneQuery(in);
|
|
|
|
// TODO: Use the loaded string (Current music name (String, 13 bytes)).
|
|
in.read(musicName, 13);
|
|
|
|
// TODO: Use the loaded value (Is music loaded? (Uint16BE, Boolean)).
|
|
in.readUint16BE();
|
|
|
|
// TODO: Use the loaded value (Is music playing? (Uint16BE, Boolean)).
|
|
in.readUint16BE();
|
|
|
|
renderer->_cmdY = in.readUint16BE();
|
|
in.readUint16BE(); // Some unknown variable that seems to always be zero
|
|
allowPlayerInput = in.readUint16BE();
|
|
playerCommand = in.readUint16BE();
|
|
commandVar1 = in.readUint16BE();
|
|
isDrawCommandEnabled = in.readUint16BE();
|
|
var5 = in.readUint16BE();
|
|
var4 = in.readUint16BE();
|
|
var3 = in.readUint16BE();
|
|
var2 = in.readUint16BE();
|
|
commandVar2 = in.readUint16BE();
|
|
renderer->_messageBg = in.readUint16BE();
|
|
|
|
// TODO: Use the loaded value (adBgVar1 (Uint16BE)).
|
|
in.readUint16BE();
|
|
|
|
currentAdditionalBgIdx = in.readSint16BE();
|
|
currentAdditionalBgIdx2 = in.readSint16BE();
|
|
|
|
// TODO: Check whether the scroll value really gets used correctly after this.
|
|
// Note that the backgrounds are loaded only later than this value is set.
|
|
renderer->setScroll(in.readUint16BE());
|
|
|
|
// TODO: Use the loaded value (adBgVar0 (Uint16BE). Maybe this means bgVar0?).
|
|
in.readUint16BE();
|
|
|
|
disableSystemMenu = in.readUint16BE();
|
|
|
|
// TODO: adBgVar1 = 1 here
|
|
|
|
// Load the animDataTable entries
|
|
in.readUint16BE(); // Entry count (255 in the PC version of Operation Stealth).
|
|
in.readUint16BE(); // Entry size (36 in the PC version of Operation Stealth).
|
|
loadResourcesFromSave(in, ANIMSIZE_30_PTRS_INTACT);
|
|
|
|
loadScreenParams(in);
|
|
loadGlobalScripts(in);
|
|
loadObjectScripts(in);
|
|
loadSeqList(in);
|
|
loadOverlayList(in);
|
|
loadBgIncrustFromSave(in);
|
|
|
|
// Left this here instead of moving it earlier in this function with
|
|
// the other current value loadings (e.g. loading of current procedure,
|
|
// current backgrounds etc). Mostly emulating the way we've handled
|
|
// Future Wars savegames and hoping that things work out.
|
|
if (strlen(currentMsgName)) {
|
|
loadMsg(currentMsgName);
|
|
}
|
|
|
|
// TODO: Add current music loading and playing here
|
|
// TODO: Palette handling?
|
|
|
|
if (in.pos() == in.size()) {
|
|
debug(3, "loadTempSaveOS: Loaded the whole savefile.");
|
|
} else {
|
|
warning("loadTempSaveOS: Loaded the savefile but didn't exhaust it completely. Something was left over");
|
|
}
|
|
|
|
return !in.ioFailed();
|
|
}
|
|
|
|
bool CineEngine::loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat) {
|
|
char bgName[13];
|
|
|
|
// At savefile position 0x0000:
|
|
currentDisk = in.readUint16BE();
|
|
|
|
// At 0x0002:
|
|
in.read(currentPartName, 13);
|
|
// At 0x000F:
|
|
in.read(currentDatName, 13);
|
|
|
|
// At 0x001C:
|
|
musicIsPlaying = in.readSint16BE();
|
|
|
|
// At 0x001E:
|
|
in.read(currentPrcName, 13);
|
|
// At 0x002B:
|
|
in.read(currentRelName, 13);
|
|
// At 0x0038:
|
|
in.read(currentMsgName, 13);
|
|
// At 0x0045:
|
|
in.read(bgName, 13);
|
|
// At 0x0052:
|
|
in.read(currentCtName, 13);
|
|
|
|
checkDataDisk(currentDisk);
|
|
|
|
if (strlen(currentPartName)) {
|
|
loadPart(currentPartName);
|
|
}
|
|
|
|
if (strlen(currentPrcName)) {
|
|
loadPrc(currentPrcName);
|
|
}
|
|
|
|
if (strlen(currentRelName)) {
|
|
loadRel(currentRelName);
|
|
}
|
|
|
|
if (strlen(bgName)) {
|
|
loadBg(bgName);
|
|
}
|
|
|
|
if (strlen(currentCtName)) {
|
|
loadCtFW(currentCtName);
|
|
}
|
|
|
|
// At 0x005F:
|
|
loadObjectTable(in);
|
|
|
|
// At 0x2043 (i.e. 0x005F + 2 * 2 + 255 * 32):
|
|
renderer->restorePalette(in);
|
|
|
|
// At 0x2083 (i.e. 0x2043 + 16 * 2 * 2):
|
|
globalVars.load(in, NUM_MAX_VAR);
|
|
|
|
// At 0x2281 (i.e. 0x2083 + 255 * 2):
|
|
loadZoneData(in);
|
|
|
|
// At 0x22A1 (i.e. 0x2281 + 16 * 2):
|
|
loadCommandVariables(in);
|
|
|
|
// At 0x22A9 (i.e. 0x22A1 + 4 * 2):
|
|
char tempCommandBuffer[kMaxCommandBufferSize];
|
|
in.read(tempCommandBuffer, kMaxCommandBufferSize);
|
|
commandBuffer = tempCommandBuffer;
|
|
renderer->setCommand(commandBuffer);
|
|
|
|
// At 0x22F9 (i.e. 0x22A9 + 0x50):
|
|
renderer->_cmdY = in.readUint16BE();
|
|
|
|
// At 0x22FB:
|
|
bgVar0 = in.readUint16BE();
|
|
// At 0x22FD:
|
|
allowPlayerInput = in.readUint16BE();
|
|
// At 0x22FF:
|
|
playerCommand = in.readSint16BE();
|
|
// At 0x2301:
|
|
commandVar1 = in.readSint16BE();
|
|
// At 0x2303:
|
|
isDrawCommandEnabled = in.readUint16BE();
|
|
// At 0x2305:
|
|
var5 = in.readUint16BE();
|
|
// At 0x2307:
|
|
var4 = in.readUint16BE();
|
|
// At 0x2309:
|
|
var3 = in.readUint16BE();
|
|
// At 0x230B:
|
|
var2 = in.readUint16BE();
|
|
// At 0x230D:
|
|
commandVar2 = in.readSint16BE();
|
|
|
|
// At 0x230F:
|
|
renderer->_messageBg = in.readUint16BE();
|
|
|
|
// At 0x2311:
|
|
in.readUint16BE();
|
|
// At 0x2313:
|
|
in.readUint16BE();
|
|
|
|
// At 0x2315:
|
|
loadResourcesFromSave(in, saveGameFormat);
|
|
|
|
loadScreenParams(in);
|
|
loadGlobalScripts(in);
|
|
loadObjectScripts(in);
|
|
loadOverlayList(in);
|
|
loadBgIncrustFromSave(in);
|
|
|
|
if (strlen(currentMsgName)) {
|
|
loadMsg(currentMsgName);
|
|
}
|
|
|
|
if (strlen(currentDatName)) {
|
|
g_sound->loadMusic(currentDatName);
|
|
if (musicIsPlaying) {
|
|
g_sound->playMusic();
|
|
}
|
|
}
|
|
|
|
return !in.ioFailed();
|
|
}
|
|
|
|
bool CineEngine::makeLoad(char *saveName) {
|
|
Common::SharedPtr<Common::InSaveFile> saveFile(g_saveFileMan->openForLoading(saveName));
|
|
|
|
if (!saveFile) {
|
|
drawString(otherMessages[0], 0);
|
|
waitPlayerInput();
|
|
// restoreScreen();
|
|
checkDataDisk(-1);
|
|
return false;
|
|
}
|
|
|
|
setMouseCursor(MOUSE_CURSOR_DISK);
|
|
|
|
uint32 saveSize = saveFile->size();
|
|
// TODO: Evaluate the maximum savegame size for the temporary Operation Stealth savegame format.
|
|
if (saveSize == 0) { // Savefile's compressed using zlib format can't tell their unpacked size, test for it
|
|
// Can't get information about the savefile's size so let's try
|
|
// reading as much as we can from the file up to a predefined upper limit.
|
|
//
|
|
// Some estimates for maximum savefile sizes (All with 255 animDataTable entries of 30 bytes each):
|
|
// With 256 global scripts, object scripts, overlays and background incrusts:
|
|
// 0x2315 + (255 * 30) + (2 * 6) + (206 + 206 + 20 + 20) * 256 = ~129kB
|
|
// With 512 global scripts, object scripts, overlays and background incrusts:
|
|
// 0x2315 + (255 * 30) + (2 * 6) + (206 + 206 + 20 + 20) * 512 = ~242kB
|
|
//
|
|
// I think it extremely unlikely that there would be over 512 global scripts, object scripts,
|
|
// overlays and background incrusts so 256kB seems like quite a safe upper limit.
|
|
// NOTE: If the savegame format is changed then this value might have to be re-evaluated!
|
|
// Hopefully devices with more limited memory can also cope with this memory allocation.
|
|
saveSize = 256 * 1024;
|
|
}
|
|
Common::SharedPtr<Common::MemoryReadStream> in(saveFile->readStream(saveSize));
|
|
|
|
// Try to detect the used savegame format
|
|
enum CineSaveGameFormat saveGameFormat = detectSaveGameFormat(*in);
|
|
|
|
// Handle problematic savegame formats
|
|
bool load = true; // Should we try to load the savegame?
|
|
bool result = false;
|
|
if (saveGameFormat == ANIMSIZE_30_PTRS_BROKEN) {
|
|
// One might be able to load the ANIMSIZE_30_PTRS_BROKEN format but
|
|
// that's not implemented here because it was never used in a stable
|
|
// release of ScummVM but only during development (From revision 31453,
|
|
// which introduced the problem, until revision 32073, which fixed it).
|
|
// Therefore we bail out if we detect this particular savegame format.
|
|
warning("Detected a known broken savegame format, not loading savegame");
|
|
load = false; // Don't load the savegame
|
|
} else if (saveGameFormat == ANIMSIZE_UNKNOWN) {
|
|
// If we can't detect the savegame format
|
|
// then let's try the default format and hope for the best.
|
|
warning("Couldn't detect the used savegame format, trying default savegame format. Things may break");
|
|
saveGameFormat = ANIMSIZE_30_PTRS_INTACT;
|
|
}
|
|
|
|
if (load) {
|
|
// Reset the engine's state
|
|
resetEngine();
|
|
|
|
if (saveGameFormat == TEMP_OS_FORMAT) {
|
|
// Load the temporary Operation Stealth savegame format
|
|
result = loadTempSaveOS(*in);
|
|
} else {
|
|
// Load the plain Future Wars savegame format
|
|
result = loadPlainSaveFW(*in, saveGameFormat);
|
|
}
|
|
}
|
|
|
|
setMouseCursor(MOUSE_CURSOR_NORMAL);
|
|
|
|
return result;
|
|
}
|
|
|
|
void CineEngine::makeSaveFW(Common::OutSaveFile &out) {
|
|
out.writeUint16BE(currentDisk);
|
|
out.write(currentPartName, 13);
|
|
out.write(currentDatName, 13);
|
|
out.writeUint16BE(musicIsPlaying);
|
|
out.write(currentPrcName, 13);
|
|
out.write(currentRelName, 13);
|
|
out.write(currentMsgName, 13);
|
|
renderer->saveBgNames(out);
|
|
out.write(currentCtName, 13);
|
|
|
|
saveObjectTable(out);
|
|
renderer->savePalette(out);
|
|
globalVars.save(out, NUM_MAX_VAR);
|
|
saveZoneData(out);
|
|
saveCommandVariables(out);
|
|
saveCommandBuffer(out);
|
|
|
|
out.writeUint16BE(renderer->_cmdY);
|
|
out.writeUint16BE(bgVar0);
|
|
out.writeUint16BE(allowPlayerInput);
|
|
out.writeUint16BE(playerCommand);
|
|
out.writeUint16BE(commandVar1);
|
|
out.writeUint16BE(isDrawCommandEnabled);
|
|
out.writeUint16BE(var5);
|
|
out.writeUint16BE(var4);
|
|
out.writeUint16BE(var3);
|
|
out.writeUint16BE(var2);
|
|
out.writeUint16BE(commandVar2);
|
|
out.writeUint16BE(renderer->_messageBg);
|
|
|
|
saveAnimDataTable(out);
|
|
saveScreenParams(out);
|
|
|
|
saveGlobalScripts(out);
|
|
saveObjectScripts(out);
|
|
saveOverlayList(out);
|
|
saveBgIncrustList(out);
|
|
}
|
|
|
|
/**
|
|
* Save an Operation Stealth type savegame. WIP!
|
|
*
|
|
* NOTE: This is going to be very much a work in progress so the Operation Stealth's
|
|
* savegame formats that are going to be tried are extremely probably not going
|
|
* to be supported at all after Operation Stealth becomes officially supported.
|
|
* This means that the savegame format will hopefully change to something nicer
|
|
* when official support for Operation Stealth begins.
|
|
*/
|
|
void CineEngine::makeSaveOS(Common::OutSaveFile &out) {
|
|
int i;
|
|
|
|
// Make a temporary Operation Stealth savegame format chunk header and save it.
|
|
ChunkHeader header;
|
|
header.id = TEMP_OS_FORMAT_ID;
|
|
header.version = CURRENT_OS_SAVE_VER;
|
|
header.size = 0; // No data is currently put inside the chunk, all the plain data comes right after it.
|
|
writeChunkHeader(out, header);
|
|
|
|
// Start outputting the plain savegame data right after the chunk header.
|
|
out.writeUint16BE(currentDisk);
|
|
out.write(currentPartName, 13);
|
|
out.write(currentPrcName, 13);
|
|
out.write(currentRelName, 13);
|
|
out.write(currentMsgName, 13);
|
|
renderer->saveBgNames(out);
|
|
out.write(currentCtName, 13);
|
|
|
|
saveObjectTable(out);
|
|
renderer->savePalette(out);
|
|
globalVars.save(out, NUM_MAX_VAR);
|
|
saveZoneData(out);
|
|
saveCommandVariables(out);
|
|
saveCommandBuffer(out);
|
|
saveZoneQuery(out);
|
|
|
|
// FIXME: Save a proper name here, saving an empty string currently.
|
|
// 0x2925: Current music name (String, 13 bytes).
|
|
for (i = 0; i < 13; i++) {
|
|
out.writeByte(0);
|
|
}
|
|
// FIXME: Save proper value for this variable, currently writing zero
|
|
// 0x2932: Is music loaded? (Uint16BE, Boolean).
|
|
out.writeUint16BE(0);
|
|
// FIXME: Save proper value for this variable, currently writing zero
|
|
// 0x2934: Is music playing? (Uint16BE, Boolean).
|
|
out.writeUint16BE(0);
|
|
|
|
out.writeUint16BE(renderer->_cmdY);
|
|
out.writeUint16BE(0); // Some unknown variable that seems to always be zero
|
|
out.writeUint16BE(allowPlayerInput);
|
|
out.writeUint16BE(playerCommand);
|
|
out.writeUint16BE(commandVar1);
|
|
out.writeUint16BE(isDrawCommandEnabled);
|
|
out.writeUint16BE(var5);
|
|
out.writeUint16BE(var4);
|
|
out.writeUint16BE(var3);
|
|
out.writeUint16BE(var2);
|
|
out.writeUint16BE(commandVar2);
|
|
out.writeUint16BE(renderer->_messageBg);
|
|
|
|
// FIXME: Save proper value for this variable, currently writing zero.
|
|
// An unknown variable at 0x295E: adBgVar1 (Uint16BE).
|
|
out.writeUint16BE(0);
|
|
out.writeSint16BE(currentAdditionalBgIdx);
|
|
out.writeSint16BE(currentAdditionalBgIdx2);
|
|
// FIXME: Save proper value for this variable, currently writing zero.
|
|
// 0x2954: additionalBgVScroll (Uint16BE). This probably means renderer->_bgShift.
|
|
out.writeUint16BE(0);
|
|
// FIXME: Save proper value for this variable, currently writing zero.
|
|
// An unknown variable at 0x2956: adBgVar0 (Uint16BE). Maybe this means bgVar0?
|
|
out.writeUint16BE(0);
|
|
out.writeUint16BE(disableSystemMenu);
|
|
|
|
saveAnimDataTable(out);
|
|
saveScreenParams(out);
|
|
saveGlobalScripts(out);
|
|
saveObjectScripts(out);
|
|
saveSeqList(out);
|
|
saveOverlayList(out);
|
|
saveBgIncrustList(out);
|
|
}
|
|
|
|
void CineEngine::makeSave(char *saveFileName) {
|
|
Common::SharedPtr<Common::OutSaveFile> fHandle(g_saveFileMan->openForSaving(saveFileName));
|
|
|
|
setMouseCursor(MOUSE_CURSOR_DISK);
|
|
|
|
if (!fHandle) {
|
|
drawString(otherMessages[1], 0);
|
|
waitPlayerInput();
|
|
// restoreScreen();
|
|
checkDataDisk(-1);
|
|
} else {
|
|
if (g_cine->getGameType() == GType_FW) {
|
|
makeSaveFW(*fHandle);
|
|
} else {
|
|
makeSaveOS(*fHandle);
|
|
}
|
|
}
|
|
|
|
setMouseCursor(MOUSE_CURSOR_NORMAL);
|
|
}
|
|
|
|
/*! \brief Load animDataTable from save
|
|
* \param fHandle Savefile open for reading
|
|
* \param saveGameFormat The used savegame format
|
|
* \todo Add Operation Stealth savefile support
|
|
*
|
|
* Unlike the old code, this one actually rebuilds the table one frame
|
|
* at a time.
|
|
*/
|
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void loadResourcesFromSave(Common::SeekableReadStream &fHandle, enum CineSaveGameFormat saveGameFormat) {
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int16 currentAnim, foundFileIdx, frame;
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char *animName, part[256], name[10];
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uint16 width, height, bpp, var1;
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strcpy(part, currentPartName);
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// We only support these variations of the savegame format at the moment.
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assert(saveGameFormat == ANIMSIZE_23 || saveGameFormat == ANIMSIZE_30_PTRS_INTACT);
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const int entrySize = ((saveGameFormat == ANIMSIZE_23) ? 23 : 30);
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const int fileStartPos = fHandle.pos();
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currentAnim = 0;
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while (currentAnim < NUM_MAX_ANIMDATA) {
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// Seek to the start of the current animation's entry
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fHandle.seek(fileStartPos + currentAnim * entrySize);
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// Read in the current animation entry
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width = fHandle.readUint16BE();
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var1 = fHandle.readUint16BE();
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bpp = fHandle.readUint16BE();
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height = fHandle.readUint16BE();
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bool validPtr = false;
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// Handle variables only present in animation entries of size 30
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if (entrySize == 30) {
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validPtr = (fHandle.readUint32BE() != 0); // Read data pointer
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fHandle.readUint32BE(); // Discard mask pointer
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}
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foundFileIdx = fHandle.readSint16BE();
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frame = fHandle.readSint16BE();
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fHandle.read(name, 10);
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// Handle variables only present in animation entries of size 23
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if (entrySize == 23) {
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validPtr = (fHandle.readByte() != 0);
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}
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// Don't try to load invalid entries.
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if (foundFileIdx < 0 || !validPtr) {
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currentAnim++; // Jump over the invalid entry
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continue;
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}
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// Alright, the animation entry looks to be valid so let's start handling it...
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if (strcmp(currentPartName, name)) {
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closePart();
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loadPart(name);
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}
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animName = partBuffer[foundFileIdx].partName;
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loadRelatedPalette(animName); // Is this for Future Wars only?
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const int16 prevAnim = currentAnim;
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currentAnim = loadResource(animName, currentAnim);
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assert(currentAnim > prevAnim); // Make sure we advance forward
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}
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loadPart(part);
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// Make sure we jump over all the animation entries
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fHandle.seek(fileStartPos + NUM_MAX_ANIMDATA * entrySize);
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}
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} // End of namespace Cine
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