mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
371a2a9ee9
svn-id: r47353
482 lines
14 KiB
C++
482 lines
14 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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#ifdef ENABLE_LOL
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#include "kyra/lol.h"
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#include "kyra/screen_lol.h"
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#include "kyra/resource.h"
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#include "common/endian.h"
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#include "common/savefile.h"
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#include "common/system.h"
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#include "graphics/scaler.h"
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namespace Kyra {
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Common::Error LoLEngine::loadGameState(int slot) {
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const uint16 *cdf[] = { _charDefsMan, _charDefsWoman, _charDefsKieran, _charDefsMan, _charDefsAkshel };
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const char *fileName = getSavegameFilename(slot);
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SaveHeader header;
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Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
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if (!saveFile) {
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_txt->printMessage(2, "%s", getLangString(0x425d));
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return Common::kNoError;
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}
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_screen->fadeClearSceneWindow(10);
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completeDoorOperations();
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_screen->fillRect(112, 0, 287, 119, 0, 0);
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_screen->updateScreen();
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Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);
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for (int i = 0; i < 4; i++) {
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LoLCharacter *c = &_characters[i];
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c->flags = in.readUint16BE();
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in.read(c->name, 11);
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c->raceClassSex = in.readByte();
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c->id = in.readSint16BE();
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c->curFaceFrame = in.readByte();
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c->tempFaceFrame = in.readByte();
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c->screamSfx = in.readByte();
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for (int ii = 0; ii < 8; ii++)
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c->itemsMight[ii] = in.readUint16BE();
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for (int ii = 0; ii < 8; ii++)
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c->protectionAgainstItems[ii] = in.readUint16BE();
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c->itemProtection = in.readUint16BE();
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c->hitPointsCur = in.readSint16BE();
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c->hitPointsMax = in.readUint16BE();
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c->magicPointsCur = in.readSint16BE();
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c->magicPointsMax = in.readUint16BE();
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c->field_41 = in.readByte();
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c->damageSuffered = in.readUint16BE();
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c->weaponHit = in.readUint16BE();
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c->totalMightModifier = in.readUint16BE();
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c->totalProtectionModifier = in.readUint16BE();
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c->might = in.readUint16BE();
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c->protection = in.readUint16BE();
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c->nextAnimUpdateCountdown = in.readSint16BE();
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for (int ii = 0; ii < 11; ii++)
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c->items[ii] = in.readUint16BE();
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for (int ii = 0; ii < 3; ii++)
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c->skillLevels[ii] = in.readByte();
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for (int ii = 0; ii < 3; ii++)
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c->skillModifiers[ii] = in.readSByte();
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for (int ii = 0; ii < 3; ii++)
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c->experiencePts[ii] = in.readUint32BE();
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for (int ii = 0; ii < 5; ii++)
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c->characterUpdateEvents[ii] = in.readByte();
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for (int ii = 0; ii < 5; ii++)
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c->characterUpdateDelay[ii] = in.readByte();
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if (c->flags & 1) {
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loadCharFaceShapes(i, c->id);
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c->defaultModifiers = cdf[c->raceClassSex];
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}
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}
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in.read(_wllBuffer4, 80);
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_currentBlock = in.readUint16BE();
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_partyPosX = in.readUint16BE();
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_partyPosY = in.readUint16BE();
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_updateFlags = in.readUint16BE();
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_scriptDirection = in.readByte();
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_selectedSpell = in.readByte();
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_sceneDefaultUpdate = in.readByte();
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_compassBroken = in.readByte();
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_drainMagic = in.readByte();
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_currentDirection = in.readUint16BE();
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_compassDirection = in.readUint16BE();
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_selectedCharacter = in.readSByte();
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_currentLevel = in.readByte();
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for (int i = 0; i < 48; i++)
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_inventory[i] = in.readUint16BE();
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_inventoryCurItem = in.readSint16BE();
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_itemInHand = in.readSint16BE();
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_lastMouseRegion = in.readSint16BE();
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if (header.version <= 15) {
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uint16 flags[40];
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memset(flags, 0, sizeof(flags));
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if (header.version == 14) {
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for (int i = 0; i < 16; i++)
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flags[i] = in.readUint16BE();
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flags[26] = in.readUint16BE();
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flags[36] = in.readUint16BE();
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} else if (header.version == 15) {
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for (int i = 0; i < 40; i++)
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flags[i] = in.readUint16BE();
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}
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memset(_flagsTable, 0, sizeof(_flagsTable));
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for (uint i = 0; i < ARRAYSIZE(flags); ++i) {
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for (uint k = 0; k < 16; ++k) {
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if (flags[i] & (1 << k))
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setGameFlag(((i << 4) & 0xFFF0) | (k & 0x000F));
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}
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}
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} else {
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uint32 flagsSize = in.readUint32BE();
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assert(flagsSize <= sizeof(_flagsTable));
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in.read(_flagsTable, flagsSize);
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}
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for (int i = 0; i < 24; i++)
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_globalScriptVars[i] = in.readUint16BE();
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_brightness = in.readByte();
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_lampOilStatus = in.readByte();
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_lampEffect = in.readSByte();
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_credits = in.readUint16BE();
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for (int i = 0; i < 8; i++)
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_globalScriptVars2[i] = in.readUint16BE();
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in.read(_availableSpells, 7);
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_hasTempDataFlags = in.readUint32BE();
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for (int i = 0; i < 400; i++) {
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ItemInPlay *t = &_itemsInPlay[i];
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t->nextAssignedObject = in.readUint16BE();
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t->nextDrawObject = in.readUint16BE();
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t->flyingHeight = in.readByte();
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t->block = in.readUint16BE();
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t->x = in.readUint16BE();
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t->y = in.readUint16BE();
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t->level = in.readSByte();
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t->itemPropertyIndex = in.readUint16BE();
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t->shpCurFrame_flg = in.readUint16BE();
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t->destDirection = in.readByte();
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t->hitOffsX = in.readSByte();
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t->hitOffsY = in.readSByte();
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t->currentSubFrame = in.readByte();
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}
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for (int i = 0; i < 1024; i++) {
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LevelBlockProperty *l = &_levelBlockProperties[i];
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l->assignedObjects = l->drawObjects = 0;
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l->direction = 5;
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}
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for (int i = 0; i < 29; i++) {
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if (!(_hasTempDataFlags & (1 << i)))
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continue;
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if (_lvlTempData[i]) {
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delete[] _lvlTempData[i]->wallsXorData;
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delete[] _lvlTempData[i]->flags;
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delete[] _lvlTempData[i]->monsters;
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delete[] _lvlTempData[i]->flyingObjects;
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delete _lvlTempData[i];
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}
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_lvlTempData[i] = new LevelTempData;
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_lvlTempData[i]->wallsXorData = new uint8[4096];
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_lvlTempData[i]->flags = new uint8[1024];
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_lvlTempData[i]->monsters = new MonsterInPlay[30];
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_lvlTempData[i]->flyingObjects = new FlyingObject[8];
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LevelTempData *l = _lvlTempData[i];
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in.read(l->wallsXorData, 4096);
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in.read(l->flags, 1024);
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for (int ii = 0; ii < 30; ii++) {
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MonsterInPlay *m = &l->monsters[ii];
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m->nextAssignedObject = in.readUint16BE();
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m->nextDrawObject = in.readUint16BE();
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m->flyingHeight = in.readByte();
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m->block = in.readUint16BE();
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m->x = in.readUint16BE();
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m->y = in.readUint16BE();
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m->shiftStep = in.readSByte();
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m->destX = in.readUint16BE();
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m->destY = in.readUint16BE();
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m->destDirection = in.readByte();
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m->hitOffsX = in.readSByte();
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m->hitOffsY = in.readSByte();
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m->currentSubFrame = in.readByte();
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m->mode = in.readByte();
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m->fightCurTick = in.readSByte();
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m->id = in.readByte();
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m->direction = in.readByte();
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m->facing = in.readByte();
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m->flags = in.readUint16BE();
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m->damageReceived = in.readUint16BE();
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m->hitPoints = in.readSint16BE();
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m->speedTick = in.readByte();
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m->type = in.readByte();
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m->numDistAttacks = in.readByte();
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m->curDistWeapon = in.readByte();
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m->distAttackTick = in.readSByte();
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m->assignedItems = in.readUint16BE();
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m->properties = &_monsterProperties[m->type];
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in.read(m->equipmentShapes, 4);
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}
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for (int ii = 0; ii < 8; ii++) {
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FlyingObject *m = &l->flyingObjects[ii];
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m->enable = in.readByte();
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m->objectType = in.readByte();
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m->attackerId = in.readUint16BE();
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m->item = in.readUint16BE();
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m->x = in.readUint16BE();
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m->y = in.readUint16BE();
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m->flyingHeight = in.readByte();
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m->direction = in.readByte();
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m->distance = in.readByte();
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m->field_D = in.readSByte();
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m->c = in.readByte();
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m->flags = in.readByte();
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m->wallFlags = in.readByte();
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}
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l->monsterDifficulty = in.readByte();
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}
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calcCharPortraitXpos();
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memset(_moneyColumnHeight, 0, sizeof(_moneyColumnHeight));
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int t = _credits;
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_credits = 0;
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giveCredits(t, 0);
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setHandItem(_itemInHand);
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loadLevel(_currentLevel);
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gui_drawPlayField();
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timerSpecialCharacterUpdate(0);
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_flagsTable[73] |= 0x08;
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_availableSpells[7] = -1;
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while (!_screen->isMouseVisible())
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_screen->showMouse();
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return Common::kNoError;
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}
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Common::Error LoLEngine::saveGameState(int slot, const char *saveName, const Graphics::Surface *thumbnail) {
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const char *fileName = getSavegameFilename(slot);
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Common::OutSaveFile *out = openSaveForWriting(fileName, saveName, thumbnail);
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if (!out)
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return _saveFileMan->getError();
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completeDoorOperations();
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generateTempData();
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for (int i = 0; i < 4; i++) {
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LoLCharacter *c = &_characters[i];
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out->writeUint16BE(c->flags);
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out->write(c->name, 11);
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out->writeByte(c->raceClassSex);
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out->writeSint16BE(c->id);
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out->writeByte(c->curFaceFrame);
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out->writeByte(c->tempFaceFrame);
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out->writeByte(c->screamSfx);
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for (int ii = 0; ii < 8; ii++)
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out->writeUint16BE(c->itemsMight[ii]);
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for (int ii = 0; ii < 8; ii++)
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out->writeUint16BE(c->protectionAgainstItems[ii]);
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out->writeUint16BE(c->itemProtection);
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out->writeSint16BE(c->hitPointsCur);
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out->writeUint16BE(c->hitPointsMax);
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out->writeSint16BE(c->magicPointsCur);
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out->writeUint16BE(c->magicPointsMax);
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out->writeByte(c->field_41);
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out->writeUint16BE(c->damageSuffered);
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out->writeUint16BE(c->weaponHit);
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out->writeUint16BE(c->totalMightModifier);
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out->writeUint16BE(c->totalProtectionModifier);
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out->writeUint16BE(c->might);
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out->writeUint16BE(c->protection);
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out->writeSint16BE(c->nextAnimUpdateCountdown);
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for (int ii = 0; ii < 11; ii++)
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out->writeUint16BE(c->items[ii]);
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for (int ii = 0; ii < 3; ii++)
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out->writeByte(c->skillLevels[ii]);
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for (int ii = 0; ii < 3; ii++)
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out->writeSByte(c->skillModifiers[ii]);
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for (int ii = 0; ii < 3; ii++)
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out->writeUint32BE(c->experiencePts[ii]);
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for (int ii = 0; ii < 5; ii++)
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out->writeByte(c->characterUpdateEvents[ii]);
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for (int ii = 0; ii < 5; ii++)
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out->writeByte(c->characterUpdateDelay[ii]);
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}
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out->write(_wllBuffer4, 80);
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out->writeUint16BE(_currentBlock);
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out->writeUint16BE(_partyPosX);
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out->writeUint16BE(_partyPosY);
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out->writeUint16BE(_updateFlags);
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out->writeByte(_scriptDirection);
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out->writeByte(_selectedSpell);
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out->writeByte(_sceneDefaultUpdate);
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out->writeByte(_compassBroken);
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out->writeByte(_drainMagic);
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out->writeUint16BE(_currentDirection);
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out->writeUint16BE(_compassDirection);
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out->writeSByte(_selectedCharacter);
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out->writeByte(_currentLevel);
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for (int i = 0; i < 48; i++)
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out->writeUint16BE(_inventory[i]);
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out->writeSint16BE(_inventoryCurItem);
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out->writeSint16BE(_itemInHand);
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out->writeSint16BE(_lastMouseRegion);
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out->writeUint32BE(ARRAYSIZE(_flagsTable));
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out->write(_flagsTable, ARRAYSIZE(_flagsTable));
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for (int i = 0; i < 24; i++)
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out->writeUint16BE(_globalScriptVars[i]);
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out->writeByte(_brightness);
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out->writeByte(_lampOilStatus);
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out->writeSByte(_lampEffect);
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out->writeUint16BE(_credits);
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for (int i = 0; i < 8; i++)
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out->writeUint16BE(_globalScriptVars2[i]);
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out->write(_availableSpells, 7);
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out->writeUint32BE(_hasTempDataFlags);
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resetItems(0);
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for (int i = 0; i < 400; i++) {
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ItemInPlay *t = &_itemsInPlay[i];
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out->writeUint16BE(t->nextAssignedObject);
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out->writeUint16BE(t->nextDrawObject);
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out->writeByte(t->flyingHeight);
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out->writeUint16BE(t->block);
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out->writeUint16BE(t->x);
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out->writeUint16BE(t->y);
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out->writeSByte(t->level);
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out->writeUint16BE(t->itemPropertyIndex);
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out->writeUint16BE(t->shpCurFrame_flg);
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out->writeByte(t->destDirection);
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out->writeSByte(t->hitOffsX);
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out->writeSByte(t->hitOffsY);
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out->writeByte(t->currentSubFrame);
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}
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addLevelItems();
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for (int i = 0; i < 29; i++) {
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LevelTempData *l = _lvlTempData[i];
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if (!l || !(_hasTempDataFlags & (1 << i)))
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continue;
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out->write(l->wallsXorData, 4096);
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out->write(l->flags, 1024);
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for (int ii = 0; ii < 30; ii++) {
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MonsterInPlay *m = &l->monsters[ii];
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out->writeUint16BE(m->nextAssignedObject);
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out->writeUint16BE(m->nextDrawObject);
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out->writeByte(m->flyingHeight);
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out->writeUint16BE(m->block);
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out->writeUint16BE(m->x);
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out->writeUint16BE(m->y);
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out->writeSByte(m->shiftStep);
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out->writeUint16BE(m->destX);
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out->writeUint16BE(m->destY);
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out->writeByte(m->destDirection);
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out->writeSByte(m->hitOffsX);
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out->writeSByte(m->hitOffsY);
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out->writeByte(m->currentSubFrame);
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out->writeByte(m->mode);
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out->writeSByte(m->fightCurTick);
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out->writeByte(m->id);
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out->writeByte(m->direction);
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out->writeByte(m->facing);
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out->writeUint16BE(m->flags);
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out->writeUint16BE(m->damageReceived);
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out->writeSint16BE(m->hitPoints);
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out->writeByte(m->speedTick);
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out->writeByte(m->type);
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out->writeByte(m->numDistAttacks);
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out->writeByte(m->curDistWeapon);
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out->writeSByte(m->distAttackTick);
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out->writeUint16BE(m->assignedItems);
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out->write(m->equipmentShapes, 4);
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}
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for (int ii = 0; ii < 8; ii++) {
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FlyingObject *m = &l->flyingObjects[ii];
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out->writeByte(m->enable);
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out->writeByte(m->objectType);
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out->writeUint16BE(m->attackerId);
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out->writeUint16BE(m->item);
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out->writeUint16BE(m->x);
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out->writeUint16BE(m->y);
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out->writeByte(m->flyingHeight);
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out->writeByte(m->direction);
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out->writeByte(m->distance);
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out->writeSByte(m->field_D);
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out->writeByte(m->c);
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out->writeByte(m->flags);
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out->writeByte(m->wallFlags);
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}
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out->writeByte(l->monsterDifficulty);
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}
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out->finalize();
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// check for errors
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if (out->err()) {
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warning("Can't write file '%s'. (Disk full?)", fileName);
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return Common::kUnknownError;
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} else {
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debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);
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}
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delete out;
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return Common::kNoError;
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}
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Graphics::Surface *LoLEngine::generateSaveThumbnail() const {
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if (_flags.platform != Common::kPlatformPC98)
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return 0;
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|
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uint8 *screenPal = new uint8[16 * 3];
|
|
assert(screenPal);
|
|
_screen->getRealPalette(0, screenPal);
|
|
|
|
uint8 *screenBuf = new uint8[Screen::SCREEN_W * Screen::SCREEN_H];
|
|
assert(screenBuf);
|
|
|
|
Graphics::Surface *dst = new Graphics::Surface();
|
|
assert(dst);
|
|
|
|
_screen->copyRegionToBuffer(0, 0, 0, 320, 200, screenBuf);
|
|
Screen_LoL::convertPC98Gfx(screenBuf, Screen::SCREEN_W, Screen::SCREEN_H, Screen::SCREEN_W);
|
|
::createThumbnail(dst, screenBuf, Screen::SCREEN_W, Screen::SCREEN_H, screenPal);
|
|
|
|
delete[] screenBuf;
|
|
delete[] screenPal;
|
|
return dst;
|
|
}
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|
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} // End of namespace Kyra
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|
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#endif // ENABLE_LOL
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