scummvm/engines/sci/engine/savegame.cpp
Martin Kiewitz a8df677c04 SCI: save/restore intensity of sysPalette
fixes bug #3072868
should be save for backporting

svn-id: r52875
2010-09-24 09:56:50 +00:00

806 lines
22 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/stream.h"
#include "common/system.h"
#include "common/func.h"
#include "common/serializer.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/palette.h"
#include "sci/graphics/ports.h"
#include "sci/sound/audio.h"
#include "sci/sound/music.h"
namespace Sci {
#define VER(x) Common::Serializer::Version(x)
#pragma mark -
// Experimental hack: Use syncWithSerializer to sync. By default, this assume
// the object to be synced is a subclass of Serializable and thus tries to invoke
// the saveLoadWithSerializer() method. But it is possible to specialize this
// template function to handle stuff that is not implementing that interface.
template<typename T>
void syncWithSerializer(Common::Serializer &s, T &obj) {
obj.saveLoadWithSerializer(s);
}
// 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) const {
//obj.saveLoadWithSerializer(s);
syncWithSerializer(s, obj);
}
};
/**
* 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);
typename Common::Array<T>::iterator i;
for (i = arr.begin(); i != arr.end(); ++i) {
sync(s, *i);
}
}
};
// Convenience wrapper
template<typename T>
void syncArray(Common::Serializer &s, Common::Array<T> &arr) {
ArraySyncer<T> sync;
sync(s, arr);
}
template <>
void syncWithSerializer(Common::Serializer &s, reg_t &obj) {
s.syncAsUint16LE(obj.segment);
s.syncAsUint16LE(obj.offset);
}
void SegManager::saveLoadWithSerializer(Common::Serializer &s) {
if (s.isLoading())
resetSegMan();
s.skip(4, VER(14), VER(18)); // OBSOLETE: Used to be _exportsAreWide
if (s.isLoading()) {
// Reset _scriptSegMap, to be restored below
_scriptSegMap.clear();
}
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 we were saving and mobj == 0, or if we are loading and this is an
// entry marked as empty -> skip to next
if (type == SEG_TYPE_INVALID)
continue;
// Don't save or load HunkTable segments
if (type == SEG_TYPE_HUNK)
continue;
if (s.isLoading())
mobj = SegmentObj::createSegmentObj(type);
assert(mobj);
// Let the object sync custom data
mobj->saveLoadWithSerializer(s);
// If we are loading a script, hook it up in the script->segment map.
if (s.isLoading() && type == SEG_TYPE_SCRIPT)
_scriptSegMap[((Script *)mobj)->getScriptNumber()] = i;
}
s.syncAsSint32LE(_clonesSegId);
s.syncAsSint32LE(_listsSegId);
s.syncAsSint32LE(_nodesSegId);
syncArray<Class>(s, _classTable);
}
template <>
void syncWithSerializer(Common::Serializer &s, Class &obj) {
s.syncAsSint32LE(obj.script);
syncWithSerializer(s, obj.reg);
}
static void sync_SavegameMetadata(Common::Serializer &s, SavegameMetadata &obj) {
// TODO: It would be a good idea to store a magic number & a header size here,
// so that we can implement backward compatibility if the savegame format changes.
s.syncString(obj.savegame_name);
s.syncVersion(CURRENT_SAVEGAME_VERSION);
obj.savegame_version = s.getVersion();
s.syncString(obj.game_version);
s.syncAsSint32LE(obj.savegame_date);
s.syncAsSint32LE(obj.savegame_time);
if (s.getVersion() < 22) {
obj.game_object_offset = 0;
obj.script0_size = 0;
} else {
s.syncAsUint16LE(obj.game_object_offset);
s.syncAsUint16LE(obj.script0_size);
}
}
void EngineState::saveLoadWithSerializer(Common::Serializer &s) {
Common::String tmp;
s.syncString(tmp, VER(14), VER(23)); // OBSOLETE: Used to be game_version
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);
}
_segMan->saveLoadWithSerializer(s);
g_sci->_soundCmd->syncPlayList(s);
g_sci->_gfxPalette->saveLoadWithSerializer(s);
}
void LocalVariables::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(script_id);
syncArray<reg_t>(s, _locals);
}
void Object::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(_flags);
syncWithSerializer(s, _pos);
s.syncAsSint32LE(_methodCount); // that's actually a uint16
syncArray<reg_t>(s, _variables);
}
template <>
void syncWithSerializer(Common::Serializer &s, Table<Clone>::Entry &obj) {
s.syncAsSint32LE(obj.next_free);
syncWithSerializer<Object>(s, obj);
}
template <>
void syncWithSerializer(Common::Serializer &s, Table<List>::Entry &obj) {
s.syncAsSint32LE(obj.next_free);
syncWithSerializer(s, obj.first);
syncWithSerializer(s, obj.last);
}
template <>
void syncWithSerializer(Common::Serializer &s, Table<Node>::Entry &obj) {
s.syncAsSint32LE(obj.next_free);
syncWithSerializer(s, obj.pred);
syncWithSerializer(s, obj.succ);
syncWithSerializer(s, obj.key);
syncWithSerializer(s, obj.value);
}
#ifdef ENABLE_SCI32
template <>
void syncWithSerializer(Common::Serializer &s, Table<SciArray<reg_t> >::Entry &obj) {
s.syncAsSint32LE(obj.next_free);
byte type = 0;
uint32 size = 0;
if (s.isSaving()) {
type = (byte)obj.getType();
size = obj.getSize();
s.syncAsByte(type);
s.syncAsUint32LE(size);
} else {
s.syncAsByte(type);
s.syncAsUint32LE(size);
obj.setType((int8)type);
// HACK: Skip arrays that have a negative type
if ((int8)type < 0)
return;
obj.setSize(size);
}
for (uint32 i = 0; i < size; i++) {
reg_t value;
if (s.isSaving())
value = obj.getValue(i);
syncWithSerializer(s, value);
if (s.isLoading())
obj.setValue(i, value);
}
}
template <>
void syncWithSerializer(Common::Serializer &s, Table<SciString>::Entry &obj) {
s.syncAsSint32LE(obj.next_free);
uint32 size = 0;
if (s.isSaving()) {
size = obj.getSize();
s.syncAsUint32LE(size);
} else {
s.syncAsUint32LE(size);
obj.setSize(size);
}
for (uint32 i = 0; i < size; i++) {
char value = 0;
if (s.isSaving())
value = obj.getValue(i);
s.syncAsByte(value);
if (s.isLoading())
obj.setValue(i, value);
}
}
#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>(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::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(_nr);
if (s.isLoading())
init(_nr, g_sci->getResMan());
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().offset] = 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);
}
static void sync_SystemString(Common::Serializer &s, SystemString &obj) {
s.syncString(obj._name);
s.syncAsSint32LE(obj._maxSize);
// Sync obj._value. We cannot use syncCStr as we must make sure that
// the allocated buffer has the correct size, i.e., obj._maxSize
Common::String tmp;
if (s.isSaving() && obj._value)
tmp = obj._value;
s.syncString(tmp);
if (s.isLoading()) {
if (!obj._maxSize) {
obj._value = NULL;
} else {
//free(*str);
obj._value = (char *)calloc(obj._maxSize, sizeof(char));
strncpy(obj._value, tmp.c_str(), obj._maxSize);
}
}
}
void SystemStrings::saveLoadWithSerializer(Common::Serializer &s) {
for (int i = 0; i < SYS_STRINGS_MAX; ++i)
sync_SystemString(s, _strings[i]);
}
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()
Common::StackLock lock(_mutex);
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);
setReverb(reverb);
}
if (s.isSaving())
songcount = _playList.size();
s.syncAsUint32LE(songcount);
if (s.isLoading()) {
clearPlayList();
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));
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);
// pMidiParser and pStreamAud will be initialized when the
// sound list is reconstructed in gamestate_restore()
if (s.isLoading()) {
soundRes = 0;
pMidiParser = 0;
pStreamAud = 0;
}
}
void SoundCommandParser::syncPlayList(Common::Serializer &s) {
_music->saveLoadWithSerializer(s);
}
void SoundCommandParser::reconstructPlayList(int savegame_version) {
Common::StackLock lock(_music->_mutex);
const MusicList::iterator end = _music->getPlayListEnd();
for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
if ((*i)->resourceId && _resMan->testResource(ResourceId(kResourceTypeSound, (*i)->resourceId))) {
(*i)->soundRes = new SoundResource((*i)->resourceId, _resMan, _soundVersion);
_music->soundInitSnd(*i);
} else {
(*i)->soundRes = 0;
}
if ((*i)->status == kSoundPlaying) {
processPlaySound((*i)->soundObj);
}
}
}
#ifdef ENABLE_SCI32
void ArrayTable::saveLoadWithSerializer(Common::Serializer &ser) {
if (ser.getVersion() < 18)
return;
sync_Table<ArrayTable>(ser, *this);
}
void StringTable::saveLoadWithSerializer(Common::Serializer &ser) {
if (ser.getVersion() < 18)
return;
sync_Table<StringTable>(ser, *this);
}
#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). ffs. bug #3072868
s.syncBytes(_sysPalette.intensity, 256);
}
if (s.getVersion() >= 24) {
if (s.isLoading() && _palVaryResourceId != -1)
palVaryRemoveTimer();
s.syncAsSint32LE(_palVaryResourceId);
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.isLoading() && _palVaryResourceId != -1) {
_palVarySignal = 0;
palVaryInstallTimer();
}
}
}
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;
}
// TODO: Move this function to a more appropriate place, such as vm.cpp or script.cpp
void SegManager::reconstructScripts(EngineState *s) {
uint i;
for (i = 0; i < _heap.size(); i++) {
if (!_heap[i] || _heap[i]->getType() != SEG_TYPE_SCRIPT)
continue;
Script *scr = (Script *)_heap[i];
scr->load(g_sci->getResMan());
scr->_localsBlock = (scr->_localsSegment == 0) ? NULL : (LocalVariables *)(_heap[scr->_localsSegment]);
for (ObjMap::iterator it = scr->_objects.begin(); it != scr->_objects.end(); ++it)
it->_value._baseObj = scr->getBuf(it->_value.getPos().offset);
}
for (i = 0; i < _heap.size(); i++) {
if (!_heap[i] || _heap[i]->getType() != SEG_TYPE_SCRIPT)
continue;
Script *scr = (Script *)_heap[i];
for (ObjMap::iterator it = scr->_objects.begin(); it != scr->_objects.end(); ++it) {
reg_t addr = it->_value.getPos();
Object *obj = scr->scriptObjInit(addr, false);
if (getSciVersion() < SCI_VERSION_1_1) {
if (!obj->initBaseObject(this, addr, false)) {
// TODO/FIXME: This should not be happening at all. It might indicate a possible issue
// with the garbage collector. It happens for example in LSL5 (German, perhaps English too).
warning("Failed to locate base object for object at %04X:%04X; skipping", PRINT_REG(addr));
scr->scriptObjRemove(addr);
}
}
}
}
}
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::Entry &seeker = ct->_table[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 char* savename, const char *version) {
TimeDate curTime;
g_system->getTimeAndDate(curTime);
SavegameMetadata meta;
meta.savegame_version = CURRENT_SAVEGAME_VERSION;
meta.savegame_name = savename;
meta.game_version = version;
meta.savegame_date = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
meta.savegame_time = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
Resource *script0 = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 0), false);
meta.script0_size = script0->size;
meta.game_object_offset = g_sci->getGameObject().offset;
// Checking here again
if (s->executionStackBase) {
warning("Cannot save from below kernel function");
return false;
}
Common::Serializer ser(0, fh);
sync_SavegameMetadata(ser, meta);
Graphics::saveThumbnail(*fh);
s->saveLoadWithSerializer(ser); // FIXME: Error handling?
return true;
}
extern void showScummVMDialog(const Common::String &message);
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;
}
if ((meta.savegame_version < MINIMUM_SAVEGAME_VERSION) ||
(meta.savegame_version > CURRENT_SAVEGAME_VERSION)) {
/*
if (meta.savegame_version < MINIMUM_SAVEGAME_VERSION)
warning("Old savegame version detected, unable to load it");
else
warning("Savegame version is %d, maximum supported is %0d", meta.savegame_version, CURRENT_SAVEGAME_VERSION);
*/
showScummVMDialog("The format of this saved game is obsolete, unable to load it");
s->r_acc = TRUE_REG; // signal failure
return;
}
if (meta.game_object_offset > 0 && meta.script0_size > 0) {
Resource *script0 = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 0), false);
if (script0->size != meta.script0_size || g_sci->getGameObject().offset != meta.game_object_offset) {
//warning("This saved game was created with a different version of the game, unable to load it");
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);
s->reset(true);
s->saveLoadWithSerializer(ser); // FIXME: Error handling?
// Now copy all current state information
s->_segMan->reconstructStack(s);
s->_segMan->reconstructScripts(s);
s->_segMan->reconstructClones();
s->initGlobals();
s->gcCountDown = GC_INTERVAL - 1;
// Time state:
s->lastWaitTime = g_system->getMillis();
s->gameStartTime = g_system->getMillis();
s->_screenUpdateTime = g_system->getMillis();
if (g_sci->_gfxPorts)
g_sci->_gfxPorts->reset();
g_sci->_soundCmd->reconstructPlayList(meta.savegame_version);
// Message state:
delete s->_msgState;
s->_msgState = new MessageState(s->_segMan);
s->abortScriptProcessing = kAbortLoadGame;
// signal restored game to game scripts
s->gameIsRestarting = GAMEISRESTARTING_RESTORE;
}
bool get_savegame_metadata(Common::SeekableReadStream *stream, SavegameMetadata *meta) {
assert(stream);
assert(meta);
Common::Serializer ser(stream, 0);
sync_SavegameMetadata(ser, *meta);
if (stream->eos())
return false;
if ((meta->savegame_version < MINIMUM_SAVEGAME_VERSION) ||
(meta->savegame_version > CURRENT_SAVEGAME_VERSION)) {
if (meta->savegame_version < MINIMUM_SAVEGAME_VERSION)
warning("Old savegame version detected- can't load");
else
warning("Savegame version is %d- maximum supported is %0d", meta->savegame_version, CURRENT_SAVEGAME_VERSION);
return false;
}
return true;
}
} // End of namespace Sci