scummvm/engines/cine/saveload.cpp

1049 lines
32 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.
*
* $URL$
* $Id$
*
*/
#include "common/debug.h"
#include "common/savefile.h"
#include "cine/cine.h"
#include "cine/bg_list.h"
#include "cine/saveload.h"
#include "cine/sound.h"
#include "cine/various.h"
namespace Cine {
int16 currentDisk;
int16 saveVar2;
bool writeChunkHeader(Common::OutSaveFile &out, const ChunkHeader &header) {
out.writeUint32BE(header.id);
out.writeUint32BE(header.version);
out.writeUint32BE(header.size);
return !out.err();
}
bool loadChunkHeader(Common::SeekableReadStream &in, ChunkHeader &header) {
header.id = in.readUint32BE();
header.version = in.readUint32BE();
header.size = in.readUint32BE();
return !in.ioFailed();
}
/*! \brief Savegame format detector
* \param fHandle Savefile to check
* \return Savegame format on success, ANIMSIZE_UNKNOWN on failure
*
* This function seeks through the savefile and tries to determine the
* savegame format it uses. There's a miniscule chance that the detection
* algorithm could get confused and think that the file uses both the older
* and the newer format but that is such a remote possibility that I wouldn't
* worry about it at all.
*
* Also detects the temporary Operation Stealth savegame format now.
*/
enum CineSaveGameFormat detectSaveGameFormat(Common::SeekableReadStream &fHandle) {
const uint32 prevStreamPos = fHandle.pos();
// First check for the temporary Operation Stealth savegame format.
fHandle.seek(0);
ChunkHeader hdr;
loadChunkHeader(fHandle, hdr);
fHandle.seek(prevStreamPos);
if (hdr.id == TEMP_OS_FORMAT_ID) {
return TEMP_OS_FORMAT;
}
// Ok, so the savegame isn't using the temporary Operation Stealth savegame format.
// Let's check for the plain Future Wars savegame format and its different versions then.
// The animDataTable begins at savefile position 0x2315.
// Each animDataTable entry takes 23 bytes in older saves (Revisions 21772-31443)
// and 30 bytes in the save format after that (Revision 31444 and onwards).
// There are 255 entries in the animDataTable in both of the savefile formats.
static const uint animDataTableStart = 0x2315;
static const uint animEntriesCount = 255;
static const uint oldAnimEntrySize = 23;
static const uint newAnimEntrySize = 30;
static const uint animEntrySizeChoices[] = {oldAnimEntrySize, newAnimEntrySize};
Common::Array<uint> animEntrySizeMatches;
// Try to walk through the savefile using different animDataTable entry sizes
// and make a list of all the successful entry sizes.
for (uint i = 0; i < ARRAYSIZE(animEntrySizeChoices); i++) {
// 206 = 2 * 50 * 2 + 2 * 3 (Size of global and object script entries)
// 20 = 4 * 2 + 2 * 6 (Size of overlay and background incrust entries)
static const uint sizeofScreenParams = 2 * 6;
static const uint globalScriptEntrySize = 206;
static const uint objectScriptEntrySize = 206;
static const uint overlayEntrySize = 20;
static const uint bgIncrustEntrySize = 20;
static const uint chainEntrySizes[] = {
globalScriptEntrySize,
objectScriptEntrySize,
overlayEntrySize,
bgIncrustEntrySize
};
uint animEntrySize = animEntrySizeChoices[i];
// Jump over the animDataTable entries and the screen parameters
int32 newPos = animDataTableStart + animEntrySize * animEntriesCount + sizeofScreenParams;
// Check that there's data left after the point we're going to jump to
if (newPos >= fHandle.size()) {
continue;
}
fHandle.seek(newPos);
// Jump over the remaining items in the savegame file
// (i.e. the global scripts, object scripts, overlays and background incrusts).
bool chainWalkSuccess = true;
for (uint chainIndex = 0; chainIndex < ARRAYSIZE(chainEntrySizes); chainIndex++) {
// Read entry count and jump over the entries
int entryCount = fHandle.readSint16BE();
newPos = fHandle.pos() + chainEntrySizes[chainIndex] * entryCount;
// Check that we didn't go past the end of file.
// Note that getting exactly to the end of file is acceptable.
if (newPos > fHandle.size()) {
chainWalkSuccess = false;
break;
}
fHandle.seek(newPos);
}
// If we could walk the chain successfully and
// got exactly to the end of file then we've got a match.
if (chainWalkSuccess && fHandle.pos() == fHandle.size()) {
// We found a match, let's save it
animEntrySizeMatches.push_back(animEntrySize);
}
}
// Check that we got only one entry size match.
// If we didn't, then return an error.
enum CineSaveGameFormat result = ANIMSIZE_UNKNOWN;
if (animEntrySizeMatches.size() == 1) {
const uint animEntrySize = animEntrySizeMatches[0];
assert(animEntrySize == oldAnimEntrySize || animEntrySize == newAnimEntrySize);
if (animEntrySize == oldAnimEntrySize) {
result = ANIMSIZE_23;
} else { // animEntrySize == newAnimEntrySize
// Check data and mask pointers in all of the animDataTable entries
// to see whether we've got the version with the broken data and mask pointers or not.
// In the broken format all data and mask pointers were always zero.
static const uint relativeDataPos = 2 * 4;
bool pointersIntact = false;
for (uint i = 0; i < animEntriesCount; i++) {
fHandle.seek(animDataTableStart + i * animEntrySize + relativeDataPos);
uint32 data = fHandle.readUint32BE();
uint32 mask = fHandle.readUint32BE();
if ((data != 0) || (mask != 0)) {
pointersIntact = true;
break;
}
}
result = (pointersIntact ? ANIMSIZE_30_PTRS_INTACT : ANIMSIZE_30_PTRS_BROKEN);
}
} else if (animEntrySizeMatches.size() > 1) {
warning("Savegame format detector got confused by input data. Detecting savegame to be using an unknown format");
} else { // animEtrySizeMatches.size() == 0
debug(3, "Savegame format detector was unable to detect savegame's format");
}
fHandle.seek(prevStreamPos);
return result;
}
/*! \brief Restore script list item from savefile
* \param fHandle Savefile handle open for reading
* \param isGlobal Restore object or global script?
*/
void loadScriptFromSave(Common::SeekableReadStream &fHandle, bool isGlobal) {
ScriptVars localVars, labels;
uint16 compare, pos;
int16 idx;
labels.load(fHandle);
localVars.load(fHandle);
compare = fHandle.readUint16BE();
pos = fHandle.readUint16BE();
idx = fHandle.readUint16BE();
// no way to reinitialize these
if (idx < 0) {
return;
}
// original code loaded everything into globalScripts, this should be
// the correct behavior
if (isGlobal) {
ScriptPtr tmp(scriptInfo->create(*scriptTable[idx], idx, labels, localVars, compare, pos));
assert(tmp);
globalScripts.push_back(tmp);
} else {
ScriptPtr tmp(scriptInfo->create(*relTable[idx], idx, labels, localVars, compare, pos));
assert(tmp);
objectScripts.push_back(tmp);
}
}
/*! \brief Restore overlay sprites from savefile
* \param fHandle Savefile open for reading
*/
void loadOverlayFromSave(Common::SeekableReadStream &fHandle) {
overlay tmp;
fHandle.readUint32BE();
fHandle.readUint32BE();
tmp.objIdx = fHandle.readUint16BE();
tmp.type = fHandle.readUint16BE();
tmp.x = fHandle.readSint16BE();
tmp.y = fHandle.readSint16BE();
tmp.width = fHandle.readSint16BE();
tmp.color = fHandle.readSint16BE();
overlayList.push_back(tmp);
}
bool loadObjectTable(Common::SeekableReadStream &in) {
in.readUint16BE(); // Entry count
in.readUint16BE(); // Entry size
for (int i = 0; i < NUM_MAX_OBJECT; i++) {
objectTable[i].x = in.readSint16BE();
objectTable[i].y = in.readSint16BE();
objectTable[i].mask = in.readUint16BE();
objectTable[i].frame = in.readSint16BE();
objectTable[i].costume = in.readSint16BE();
in.read(objectTable[i].name, 20);
objectTable[i].part = in.readUint16BE();
}
return !in.ioFailed();
}
bool loadZoneData(Common::SeekableReadStream &in) {
for (int i = 0; i < 16; i++) {
zoneData[i] = in.readUint16BE();
}
return !in.ioFailed();
}
bool loadCommandVariables(Common::SeekableReadStream &in) {
for (int i = 0; i < 4; i++) {
commandVar3[i] = in.readUint16BE();
}
return !in.ioFailed();
}
bool loadScreenParams(Common::SeekableReadStream &in) {
// TODO: handle screen params (really required ?)
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
in.readUint16BE();
return !in.ioFailed();
}
bool loadGlobalScripts(Common::SeekableReadStream &in) {
int size = in.readSint16BE();
for (int i = 0; i < size; i++) {
loadScriptFromSave(in, true);
}
return !in.ioFailed();
}
bool loadObjectScripts(Common::SeekableReadStream &in) {
int size = in.readSint16BE();
for (int i = 0; i < size; i++) {
loadScriptFromSave(in, false);
}
return !in.ioFailed();
}
bool loadOverlayList(Common::SeekableReadStream &in) {
int size = in.readSint16BE();
for (int i = 0; i < size; i++) {
loadOverlayFromSave(in);
}
return !in.ioFailed();
}
bool loadSeqList(Common::SeekableReadStream &in) {
uint size = in.readUint16BE();
SeqListElement tmp;
for (uint i = 0; i < size; i++) {
tmp.var4 = in.readSint16BE();
tmp.objIdx = in.readUint16BE();
tmp.var8 = in.readSint16BE();
tmp.frame = in.readSint16BE();
tmp.varC = in.readSint16BE();
tmp.varE = in.readSint16BE();
tmp.var10 = in.readSint16BE();
tmp.var12 = in.readSint16BE();
tmp.var14 = in.readSint16BE();
tmp.var16 = in.readSint16BE();
tmp.var18 = in.readSint16BE();
tmp.var1A = in.readSint16BE();
tmp.var1C = in.readSint16BE();
tmp.var1E = in.readSint16BE();
seqList.push_back(tmp);
}
return !in.ioFailed();
}
bool loadZoneQuery(Common::SeekableReadStream &in) {
for (int i = 0; i < 16; i++) {
zoneQuery[i] = in.readUint16BE();
}
return !in.ioFailed();
}
void saveObjectTable(Common::OutSaveFile &out) {
out.writeUint16BE(NUM_MAX_OBJECT); // Entry count
out.writeUint16BE(0x20); // Entry size
for (int i = 0; i < NUM_MAX_OBJECT; i++) {
out.writeUint16BE(objectTable[i].x);
out.writeUint16BE(objectTable[i].y);
out.writeUint16BE(objectTable[i].mask);
out.writeUint16BE(objectTable[i].frame);
out.writeUint16BE(objectTable[i].costume);
out.write(objectTable[i].name, 20);
out.writeUint16BE(objectTable[i].part);
}
}
void saveZoneData(Common::OutSaveFile &out) {
for (int i = 0; i < 16; i++) {
out.writeUint16BE(zoneData[i]);
}
}
void saveCommandVariables(Common::OutSaveFile &out) {
for (int i = 0; i < 4; i++) {
out.writeUint16BE(commandVar3[i]);
}
}
/*! \brief Save the 80 bytes long command buffer padded to that length with zeroes. */
void saveCommandBuffer(Common::OutSaveFile &out) {
// Let's make sure there's space for the trailing zero
// (That's why we subtract one from the maximum command buffer size here).
uint32 size = MIN<uint32>(commandBuffer.size(), kMaxCommandBufferSize - 1);
out.write(commandBuffer.c_str(), size);
// Write the rest as zeroes (Here we also write the string's trailing zero)
for (uint i = 0; i < kMaxCommandBufferSize - size; i++) {
out.writeByte(0);
}
}
void saveAnimDataTable(Common::OutSaveFile &out) {
out.writeUint16BE(NUM_MAX_ANIMDATA); // Entry count
out.writeUint16BE(0x1E); // Entry size
for (int i = 0; i < NUM_MAX_ANIMDATA; i++) {
animDataTable[i].save(out);
}
}
void saveScreenParams(Common::OutSaveFile &out) {
// Screen parameters, unhandled
out.writeUint16BE(0);
out.writeUint16BE(0);
out.writeUint16BE(0);
out.writeUint16BE(0);
out.writeUint16BE(0);
out.writeUint16BE(0);
}
void saveGlobalScripts(Common::OutSaveFile &out) {
ScriptList::const_iterator it;
out.writeUint16BE(globalScripts.size());
for (it = globalScripts.begin(); it != globalScripts.end(); ++it) {
(*it)->save(out);
}
}
void saveObjectScripts(Common::OutSaveFile &out) {
ScriptList::const_iterator it;
out.writeUint16BE(objectScripts.size());
for (it = objectScripts.begin(); it != objectScripts.end(); ++it) {
(*it)->save(out);
}
}
void saveOverlayList(Common::OutSaveFile &out) {
Common::List<overlay>::const_iterator it;
out.writeUint16BE(overlayList.size());
for (it = overlayList.begin(); it != overlayList.end(); ++it) {
out.writeUint32BE(0); // next
out.writeUint32BE(0); // previous?
out.writeUint16BE(it->objIdx);
out.writeUint16BE(it->type);
out.writeSint16BE(it->x);
out.writeSint16BE(it->y);
out.writeSint16BE(it->width);
out.writeSint16BE(it->color);
}
}
void saveBgIncrustList(Common::OutSaveFile &out) {
Common::List<BGIncrust>::const_iterator it;
out.writeUint16BE(bgIncrustList.size());
for (it = bgIncrustList.begin(); it != bgIncrustList.end(); ++it) {
out.writeUint32BE(0); // next
out.writeUint32BE(0); // previous?
out.writeUint16BE(it->objIdx);
out.writeUint16BE(it->param);
out.writeUint16BE(it->x);
out.writeUint16BE(it->y);
out.writeUint16BE(it->frame);
out.writeUint16BE(it->part);
}
}
void saveZoneQuery(Common::OutSaveFile &out) {
for (int i = 0; i < 16; i++) {
out.writeUint16BE(zoneQuery[i]);
}
}
void saveSeqList(Common::OutSaveFile &out) {
Common::List<SeqListElement>::const_iterator it;
out.writeUint16BE(seqList.size());
for (it = seqList.begin(); it != seqList.end(); ++it) {
out.writeSint16BE(it->var4);
out.writeUint16BE(it->objIdx);
out.writeSint16BE(it->var8);
out.writeSint16BE(it->frame);
out.writeSint16BE(it->varC);
out.writeSint16BE(it->varE);
out.writeSint16BE(it->var10);
out.writeSint16BE(it->var12);
out.writeSint16BE(it->var14);
out.writeSint16BE(it->var16);
out.writeSint16BE(it->var18);
out.writeSint16BE(it->var1A);
out.writeSint16BE(it->var1C);
out.writeSint16BE(it->var1E);
}
}
bool CineEngine::loadSaveDirectory(void) {
Common::InSaveFile *fHandle;
char tmp[80];
snprintf(tmp, 80, "%s.dir", _targetName.c_str());
fHandle = g_saveFileMan->openForLoading(tmp);
if (!fHandle) {
return false;
}
fHandle->read(currentSaveName, 10 * 20);
delete fHandle;
return true;
}
bool CineEngine::loadTempSaveOS(Common::SeekableReadStream &in) {
char musicName[13];
char bgNames[8][13];
// First check the temporary Operation Stealth savegame format header.
ChunkHeader hdr;
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.
*/
void loadResourcesFromSave(Common::SeekableReadStream &fHandle, enum CineSaveGameFormat saveGameFormat) {
int16 currentAnim, foundFileIdx, frame;
char *animName, part[256], name[10];
uint16 width, height, bpp, var1;
strcpy(part, currentPartName);
// We only support these variations of the savegame format at the moment.
assert(saveGameFormat == ANIMSIZE_23 || saveGameFormat == ANIMSIZE_30_PTRS_INTACT);
const int entrySize = ((saveGameFormat == ANIMSIZE_23) ? 23 : 30);
const int fileStartPos = fHandle.pos();
currentAnim = 0;
while (currentAnim < NUM_MAX_ANIMDATA) {
// Seek to the start of the current animation's entry
fHandle.seek(fileStartPos + currentAnim * entrySize);
// Read in the current animation entry
width = fHandle.readUint16BE();
var1 = fHandle.readUint16BE();
bpp = fHandle.readUint16BE();
height = fHandle.readUint16BE();
bool validPtr = false;
// Handle variables only present in animation entries of size 30
if (entrySize == 30) {
validPtr = (fHandle.readUint32BE() != 0); // Read data pointer
fHandle.readUint32BE(); // Discard mask pointer
}
foundFileIdx = fHandle.readSint16BE();
frame = fHandle.readSint16BE();
fHandle.read(name, 10);
// Handle variables only present in animation entries of size 23
if (entrySize == 23) {
validPtr = (fHandle.readByte() != 0);
}
// Don't try to load invalid entries.
if (foundFileIdx < 0 || !validPtr) {
currentAnim++; // Jump over the invalid entry
continue;
}
// Alright, the animation entry looks to be valid so let's start handling it...
if (strcmp(currentPartName, name)) {
closePart();
loadPart(name);
}
animName = partBuffer[foundFileIdx].partName;
loadRelatedPalette(animName); // Is this for Future Wars only?
const int16 prevAnim = currentAnim;
currentAnim = loadResource(animName, currentAnim);
assert(currentAnim > prevAnim); // Make sure we advance forward
}
loadPart(part);
// Make sure we jump over all the animation entries
fHandle.seek(fileStartPos + NUM_MAX_ANIMDATA * entrySize);
}
} // End of namespace Cine