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29a5c6a45b
- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one). - All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent). - Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example). - some other minor improvements - The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently. svn-id: r52198
175 lines
6.3 KiB
C++
175 lines
6.3 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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#ifndef SCUMM_SAVELOAD_H
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#define SCUMM_SAVELOAD_H
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#include "common/scummsys.h"
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#include <stddef.h> // for ptrdiff_t
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namespace Common {
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class SeekableReadStream;
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class WriteStream;
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}
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namespace Scumm {
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/**
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* The current savegame format version.
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* Our save/load system uses an elaborate scheme to allow us to modify the
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* savegame while keeping full backward compatibility, in the sense that newer
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* ScummVM versions always are able to load old savegames.
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* In order to achieve that, we store a version in the savegame files, and whenever
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* the savegame layout is modified, the version is incremented.
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*
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* This roughly works by marking each savegame entry with a range of versions
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* for which it is valid; the save/load code iterates over all entries, but
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* only saves/loads those which are valid for the version of the savegame
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* which is being loaded/saved currently.
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*/
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#define CURRENT_VER 81
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/**
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* An auxillary macro, used to specify savegame versions. We use this instead
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* of just writing the raw version, because this way they stand out more to
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* the reading eye, making it a bit easier to navigate through the code.
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*/
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#define VER(x) x
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/**
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* The OFFS macro essentially provides the functionality of offsetof(), that
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* is, it determines the offset of a struct/class member within instances of
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* that class.
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*
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* This is a place where we cheat a bit and sacrifice some potential portability
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* (although so far we haven't encountered any platform where this matters).
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*
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* To work around a warning in GCC 3.2 (and 3.1 ?) regarding non-POD types,
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* we use a small trick: instead of 0 we use 42. Why? Well, it seems newer GCC
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* versions have a heuristic built in to detect "offset-of" patterns - which is exactly
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* what our OFFS macro does. Now, for non-POD types this is not really legal, because
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* member need not be at a fixed offset relative to the variable, even if they are in
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* current reality (many of our complex structs are non-POD; for an explanation of
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* what POD means refer to <http://en.wikipedia.org/wiki/Plain_Old_Data_Structures> or
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* to <http://www.informit.com/guides/content.asp?g=cplusplus&seqNum=32&rl=1>)
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*/
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#define OFFS(type,item) (((ptrdiff_t)(&((type*)42)->type::item))-42)
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/**
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* Similar to the OFFS macro, this macro computes the size (in bytes) of a
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* member of a given struct/class type.
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*/
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#define SIZE(type,item) sizeof(((type*)42)->type::item)
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// Any item that is still in use automatically gets a maxVersion equal to CURRENT_VER
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#define MKLINE(type,item,saveas,minVer) {OFFS(type,item),saveas,SIZE(type,item),minVer,CURRENT_VER}
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#define MKARRAY(type,item,saveas,dim,minVer) {OFFS(type,item),128|saveas,SIZE(type,item),minVer,CURRENT_VER}, {dim,1,0,0,0}
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#define MKARRAY2(type,item,saveas,dim,dim2,rowlen,minVer) {OFFS(type,item),128|saveas,SIZE(type,item),minVer,CURRENT_VER}, {dim,dim2,rowlen,0,0}
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// Use this if you have an entry that used to be smaller:
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#define MKLINE_OLD(type,item,saveas,minVer,maxVer) {OFFS(type,item),saveas,SIZE(type,item),minVer,maxVer}
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#define MKARRAY_OLD(type,item,saveas,dim,minVer,maxVer) {OFFS(type,item),128|saveas,SIZE(type,item),minVer,maxVer}, {dim,1,0,0,0}
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#define MKARRAY2_OLD(type,item,saveas,dim,dim2,rowlen,minVer,maxVer) {OFFS(type,item),128|saveas,SIZE(type,item),minVer,maxVer}, {dim,dim2,rowlen,0,0}
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// An obsolete item/array, to be ignored upon load. We retain the type/item params to make it easier to debug.
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// Obsolete items have size == 0.
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#define MK_OBSOLETE(type,item,saveas,minVer,maxVer) {0,saveas,0,minVer,maxVer}
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#define MK_OBSOLETE_ARRAY(type,item,saveas,dim,minVer,maxVer) {0,128|saveas,0,minVer,maxVer}, {dim,1,0,0,0}
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#define MK_OBSOLETE_ARRAY2(type,item,saveas,dim,dim2,rowlen,minVer,maxVer) {0,128|saveas,0,minVer,maxVer}, {dim,dim2,rowlen,0,0}
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// End marker
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#define MKEND() {0xFFFF,0xFF,0xFF,0,0}
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enum {
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sleByte = 1,
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sleUint8 = 1,
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sleInt8 = 1,
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sleInt16 = 2,
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sleUint16 = 3,
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sleInt32 = 4,
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sleUint32 = 5
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};
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struct SaveLoadEntry {
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uint32 offs; // or: array dimension
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uint16 type; // or: array dimension 2
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uint16 size; // or: array row length
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uint8 minVersion;
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uint8 maxVersion;
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};
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class Serializer {
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public:
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Serializer(Common::SeekableReadStream *in, Common::WriteStream *out, uint32 savegameVersion)
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: _loadStream(in), _saveStream(out),
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_savegameVersion(savegameVersion)
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{ }
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void saveLoadArrayOf(void *b, int len, int datasize, byte filetype);
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void saveLoadArrayOf(void *b, int num, int datasize, const SaveLoadEntry *sle);
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void saveLoadEntries(void *d, const SaveLoadEntry *sle);
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bool isSaving() { return (_saveStream != 0); }
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bool isLoading() { return (_loadStream != 0); }
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uint32 getVersion() { return _savegameVersion; }
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void saveUint32(uint32 d);
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void saveUint16(uint16 d);
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void saveByte(byte b);
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byte loadByte();
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uint16 loadUint16();
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uint32 loadUint32();
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void saveBytes(void *b, int len);
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void loadBytes(void *b, int len);
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protected:
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Common::SeekableReadStream *_loadStream;
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Common::WriteStream *_saveStream;
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uint32 _savegameVersion;
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void saveArrayOf(void *b, int len, int datasize, byte filetype);
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void loadArrayOf(void *b, int len, int datasize, byte filetype);
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void saveEntries(void *d, const SaveLoadEntry *sle);
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void loadEntries(void *d, const SaveLoadEntry *sle);
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};
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// Mixin class / interface. Maybe call it ISerializable or SerializableMixin ?
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class Serializable {
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public:
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virtual ~Serializable() {}
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virtual void saveLoadWithSerializer(Serializer *ser) = 0;
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};
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} // End of namespace Scumm
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#endif
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