mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 17:29:39 +00:00
f974b48a41
svn-id: r16449
1213 lines
38 KiB
C++
1213 lines
38 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2005 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "stdafx.h"
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#include "common/config-manager.h"
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#include "scumm/actor.h"
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#include "scumm/charset.h"
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#include "scumm/imuse_digi/dimuse.h"
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#include "scumm/imuse.h"
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#include "scumm/intern.h"
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#include "scumm/object.h"
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#include "scumm/resource.h"
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#include "scumm/saveload.h"
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#include "scumm/scumm.h"
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#include "scumm/sound.h"
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#include "scumm/verbs.h"
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#include "scumm/wiz_he.h"
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#include "sound/audiocd.h"
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#include "sound/mixer.h"
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namespace Scumm {
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struct SaveGameHeader {
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uint32 type;
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uint32 size;
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uint32 ver;
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char name[32];
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};
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void ScummEngine::requestSave(int slot, const char *name, bool compatible) {
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_saveLoadSlot = slot;
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_saveTemporaryState = compatible;
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_saveLoadFlag = 1; // 1 for save
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assert(name);
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strcpy(_saveLoadName, name);
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}
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void ScummEngine::requestLoad(int slot) {
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_saveLoadSlot = slot;
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_saveTemporaryState = false;
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_saveLoadFlag = 2; // 2 for load
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}
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bool ScummEngine::saveState(int slot, bool compat) {
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char filename[256];
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SaveFile *out;
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SaveGameHeader hdr;
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makeSavegameName(filename, slot, compat);
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if (!(out = _saveFileMan->openSavefile(filename, true)))
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return false;
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memcpy(hdr.name, _saveLoadName, sizeof(hdr.name));
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hdr.type = MKID('SCVM');
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hdr.size = 0;
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hdr.ver = TO_LE_32(CURRENT_VER);
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out->write(&hdr, sizeof(hdr));
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Serializer ser(out, true, CURRENT_VER);
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saveOrLoad(&ser, CURRENT_VER);
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delete out;
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debug(1, "State saved as '%s'", filename);
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return true;
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}
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bool ScummEngine::loadState(int slot, bool compat) {
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char filename[256];
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SaveFile *in;
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int i, j;
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SaveGameHeader hdr;
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int sb, sh;
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byte *roomptr;
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makeSavegameName(filename, slot, compat);
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if (!(in = _saveFileMan->openSavefile(filename, false)))
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return false;
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in->read(&hdr, sizeof(hdr));
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if (hdr.type != MKID('SCVM')) {
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warning("Invalid savegame '%s'", filename);
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delete in;
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return false;
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}
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// In older versions of ScummVM, the header version was not endian safe.
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// We account for that by retrying once with swapped byte order.
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if (hdr.ver > CURRENT_VER)
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hdr.ver = SWAP_BYTES_32(hdr.ver);
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if (hdr.ver < VER(7) || hdr.ver > CURRENT_VER)
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{
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warning("Invalid version of '%s'", filename);
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delete in;
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return false;
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}
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// Due to a bug in scummvm up to and including 0.3.0, save games could be saved
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// in the V8/V9 format but were tagged with a V7 mark. Ouch. So we just pretend V7 == V8 here
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if (hdr.ver == VER(7))
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hdr.ver = VER(8);
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memcpy(_saveLoadName, hdr.name, sizeof(hdr.name));
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// Unless specifically requested with _saveSound, we do not save the iMUSE
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// state for temporary state saves - such as certain cutscenes in DOTT,
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// FOA, Sam and Max, etc.
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//
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// Thusly, we should probably not stop music when restoring from one of
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// these saves. This change stops the Mole Man theme from going quiet in
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// Sam & Max when Doug tells you about the Ball of Twine, as mentioned in
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// patch #886058.
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//
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// If we don't have iMUSE at all we may as well stop the sounds. The previous
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// default behavior here was to stopAllSounds on all state restores.
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if (!_imuse || _saveSound || !_saveTemporaryState)
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_sound->stopAllSounds();
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if (_imuseDigital) {
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_imuseDigital->stopAllSounds();
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_imuseDigital->resetState();
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}
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_sound->stopCD();
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_sound->pauseSounds(true);
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CHECK_HEAP
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closeRoom();
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memset(_inventory, 0, sizeof(_inventory[0]) * _numInventory);
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memset(_newNames, 0, sizeof(_newNames[0]) * _numNewNames);
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// Because old savegames won't fill the entire gfxUsageBits[] array,
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// clear it here just to be sure it won't hold any unforseen garbage.
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memset(gfxUsageBits, 0, sizeof(gfxUsageBits));
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// Nuke all resources
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for (i = rtFirst; i <= rtLast; i++)
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if (i != rtTemp && i != rtBuffer && (i != rtSound || _saveSound || !compat))
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for (j = 0; j < res.num[i]; j++) {
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nukeResource(i, j);
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res.flags[i][j] = 0;
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}
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initScummVars();
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if (_features & GF_OLD_BUNDLE)
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loadCharset(0); // FIXME - HACK ?
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//
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// Now do the actual loading
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//
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Serializer ser(in, false, hdr.ver);
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saveOrLoad(&ser, hdr.ver);
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delete in;
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// Normally, _vm->_screenTop should always be >= 0, but for some old save games
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// it is not, hence we check & correct it here.
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if (_screenTop < 0)
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_screenTop = 0;
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if (hdr.ver < VER(33) && _version >= 7) {
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// For a long time, we didn't set these vars to default values.
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VAR(VAR_DEFAULT_TALK_DELAY) = 60;
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if (_version == 7)
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VAR(VAR_NUM_GLOBAL_OBJS) = _numGlobalObjects - 1;
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}
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if (_heversion == 70) {
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roomptr = getResourceAddress(rtRoom, _roomResource);
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const byte *ptr = findResourceData(MKID('REMP'), roomptr);
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if (ptr) {
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for (i = 0; i < 256; i++)
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_HEV7ActorPalette[i] = *ptr++;
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} else {
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for (i = 0; i < 256; i++)
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_HEV7ActorPalette[i] = i;
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}
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}
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if (hdr.ver < VER(30)) {
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// For a long time, we used incorrect location, causing it to default to zero.
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if (_version == 8)
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_scummVars[VAR_CHARINC] = (_features & GF_DEMO) ? 3 : 1;
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// Needed due to subtitle speed changes
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_defaultTalkDelay /= 20;
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}
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// For a long time, we used incorrect locations for some camera related
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// scumm vars. We now know the proper locations. To be able to properly use
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// old save games, we update the old (bad) variables to the new (correct)
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// ones.
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if (hdr.ver < VER(28) && _version == 8) {
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_scummVars[VAR_CAMERA_MIN_X] = _scummVars[101];
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_scummVars[VAR_CAMERA_MAX_X] = _scummVars[102];
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_scummVars[VAR_CAMERA_MIN_Y] = _scummVars[103];
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_scummVars[VAR_CAMERA_MAX_Y] = _scummVars[104];
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_scummVars[VAR_CAMERA_THRESHOLD_X] = _scummVars[105];
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_scummVars[VAR_CAMERA_THRESHOLD_Y] = _scummVars[106];
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_scummVars[VAR_CAMERA_SPEED_X] = _scummVars[107];
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_scummVars[VAR_CAMERA_SPEED_Y] = _scummVars[108];
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_scummVars[VAR_CAMERA_ACCEL_X] = _scummVars[109];
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_scummVars[VAR_CAMERA_ACCEL_Y] = _scummVars[110];
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}
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// With version 22, we replaced the scale items with scale slots. So when
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// loading such an old save game, try to upgrade the old to new format.
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if (hdr.ver < VER(22)) {
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// Convert all rtScaleTable resources to matching scale items
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for (i = 1; i < res.num[rtScaleTable]; i++) {
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convertScaleTableToScaleSlot(i);
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}
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}
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// We could simply dirty colours 0-15 for 16-colour games -- nowadays
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// they handle their palette pretty much like the more recent games
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// anyway. There was a time, though, when re-initializing was necessary
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// for backwards compatibility, and it may still prove useful if we
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// ever add options for using different 16-colour palettes.
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if (_version == 1) {
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if (_gameId == GID_MANIAC)
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setupV1ManiacPalette();
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else
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setupV1ZakPalette();
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} else if (_features & GF_16COLOR) {
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if ((_features & GF_AMIGA) || (_features & GF_ATARI_ST))
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setupAmigaPalette();
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else
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setupEGAPalette();
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} else
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setDirtyColors(0, 255);
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if (hdr.ver < VER(35) && _gameId == GID_MANIAC && _version == 1)
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setupV1ActorTalkColor();
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// Regenerate strip table (for V1/V2 games)
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if (_version == 1) {
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roomptr = getResourceAddress(rtRoom, _roomResource);
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_IM00_offs = 0;
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for (i = 0; i < 4; i++){
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gdi._C64Colors[i] = roomptr[6 + i];
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}
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gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 10), gdi._C64CharMap, 2048);
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gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 12), gdi._C64PicMap, roomptr[4] * roomptr[5]);
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gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 14), gdi._C64ColorMap, roomptr[4] * roomptr[5]);
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gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 16), gdi._C64MaskMap, roomptr[4] * roomptr[5]);
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gdi.decodeC64Gfx(roomptr + READ_LE_UINT16(roomptr + 18) + 2, gdi._C64MaskChar, READ_LE_UINT16(roomptr + READ_LE_UINT16(roomptr + 18)));
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gdi._C64ObjectMode = true;
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} else if (_version == 2) {
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_roomStrips = gdi.generateStripTable(getResourceAddress(rtRoom, _roomResource) + _IM00_offs,
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_roomWidth, _roomHeight, _roomStrips);
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}
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if (!(_features & GF_NEW_CAMERA)) {
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camera._last.x = camera._cur.x;
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}
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sb = _screenB;
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sh = _screenH;
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// Restore the virtual screens and force a fade to black.
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initScreens(kMainVirtScreen, _screenHeight);
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VirtScreen *vs = &virtscr[kMainVirtScreen];
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memset(vs->getPixels(0, 0), 0, vs->pitch * vs->h);
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vs->setDirtyRange(0, vs->h);
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updateDirtyScreen(kMainVirtScreen);
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updatePalette();
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initScreens(sb, sh);
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_completeScreenRedraw = true;
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// Reset charset mask
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_charset->_hasMask = false;
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_lastCodePtr = NULL;
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_drawObjectQueNr = 0;
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_verbMouseOver = 0;
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cameraMoved();
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initBGBuffers(_roomHeight);
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if (VAR_ROOM_FLAG != 0xFF)
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VAR(VAR_ROOM_FLAG) = 1;
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// Sync with current config setting
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if (_version >= 7)
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VAR(VAR_VOICE_MODE) = ConfMan.getBool("subtitles");
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CHECK_HEAP
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debug(1, "State loaded from '%s'", filename);
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_sound->pauseSounds(false);
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return true;
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}
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void ScummEngine::makeSavegameName(char *out, int slot, bool compatible) {
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sprintf(out, "%s.%c%.2d", _targetName.c_str(), compatible ? 'c' : 's', slot);
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}
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void ScummEngine::listSavegames(bool *marks, int num) {
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char prefix[256];
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makeSavegameName(prefix, 99, false);
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prefix[strlen(prefix)-2] = 0;
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_saveFileMan->listSavefiles(prefix, marks, num);
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}
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bool ScummEngine::getSavegameName(int slot, char *desc) {
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char filename[256];
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SaveFile *out;
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SaveGameHeader hdr;
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int len;
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makeSavegameName(filename, slot, false);
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if (!(out = _saveFileMan->openSavefile(filename, false))) {
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strcpy(desc, "");
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return false;
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}
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len = out->read(&hdr, sizeof(hdr));
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delete out;
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if (len != sizeof(hdr) || hdr.type != MKID('SCVM')) {
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strcpy(desc, "Invalid savegame");
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return false;
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}
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if (hdr.ver > CURRENT_VER)
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hdr.ver = TO_LE_32(hdr.ver);
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if (hdr.ver < VER(7) || hdr.ver > CURRENT_VER) {
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strcpy(desc, "Invalid version");
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return false;
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}
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memcpy(desc, hdr.name, sizeof(hdr.name));
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desc[sizeof(hdr.name) - 1] = 0;
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return true;
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}
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void ScummEngine::saveOrLoad(Serializer *s, uint32 savegameVersion) {
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const SaveLoadEntry polygonEntries[] = {
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MKLINE(WizPolygon, vert[0].x, sleInt16, VER(40)),
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MKLINE(WizPolygon, vert[0].y, sleInt16, VER(40)),
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MKLINE(WizPolygon, vert[1].x, sleInt16, VER(40)),
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MKLINE(WizPolygon, vert[1].y, sleInt16, VER(40)),
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MKLINE(WizPolygon, vert[2].x, sleInt16, VER(40)),
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MKLINE(WizPolygon, vert[2].y, sleInt16, VER(40)),
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MKLINE(WizPolygon, vert[3].x, sleInt16, VER(40)),
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MKLINE(WizPolygon, vert[3].y, sleInt16, VER(40)),
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MKLINE(WizPolygon, vert[4].x, sleInt16, VER(40)),
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MKLINE(WizPolygon, vert[4].y, sleInt16, VER(40)),
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MKLINE(WizPolygon, bound.left, sleInt16, VER(40)),
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MKLINE(WizPolygon, bound.top, sleInt16, VER(40)),
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MKLINE(WizPolygon, bound.right, sleInt16, VER(40)),
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MKLINE(WizPolygon, bound.bottom, sleInt16, VER(40)),
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MKLINE(WizPolygon, id, sleInt16, VER(40)),
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MKLINE(WizPolygon, numVerts, sleInt16, VER(40)),
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MKLINE(WizPolygon, flag, sleByte, VER(40)),
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MKEND()
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};
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const SaveLoadEntry objectEntries[] = {
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MKLINE(ObjectData, OBIMoffset, sleUint32, VER(8)),
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MKLINE(ObjectData, OBCDoffset, sleUint32, VER(8)),
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MKLINE(ObjectData, walk_x, sleUint16, VER(8)),
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MKLINE(ObjectData, walk_y, sleUint16, VER(8)),
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MKLINE(ObjectData, obj_nr, sleUint16, VER(8)),
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MKLINE(ObjectData, x_pos, sleInt16, VER(8)),
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MKLINE(ObjectData, y_pos, sleInt16, VER(8)),
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MKLINE(ObjectData, width, sleUint16, VER(8)),
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MKLINE(ObjectData, height, sleUint16, VER(8)),
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MKLINE(ObjectData, actordir, sleByte, VER(8)),
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MKLINE(ObjectData, parentstate, sleByte, VER(8)),
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MKLINE(ObjectData, parent, sleByte, VER(8)),
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MKLINE(ObjectData, state, sleByte, VER(8)),
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MKLINE(ObjectData, fl_object_index, sleByte, VER(8)),
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// TODO
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//MKLINE(ObjectData, flag, sleByte, VER(XXX)),
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MKEND()
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};
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const SaveLoadEntry *actorEntries = Actor::getSaveLoadEntries();
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const SaveLoadEntry *soundEntries = _sound->getSaveLoadEntries();
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const SaveLoadEntry verbEntries[] = {
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MKLINE(VerbSlot, curRect.left, sleInt16, VER(8)),
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MKLINE(VerbSlot, curRect.top, sleInt16, VER(8)),
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MKLINE(VerbSlot, curRect.right, sleInt16, VER(8)),
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MKLINE(VerbSlot, curRect.bottom, sleInt16, VER(8)),
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MKLINE(VerbSlot, oldRect.left, sleInt16, VER(8)),
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MKLINE(VerbSlot, oldRect.top, sleInt16, VER(8)),
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MKLINE(VerbSlot, oldRect.right, sleInt16, VER(8)),
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MKLINE(VerbSlot, oldRect.bottom, sleInt16, VER(8)),
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MKLINE_OLD(VerbSlot, verbid, sleByte, VER(8), VER(11)),
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MKLINE(VerbSlot, verbid, sleInt16, VER(12)),
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MKLINE(VerbSlot, color, sleByte, VER(8)),
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MKLINE(VerbSlot, hicolor, sleByte, VER(8)),
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MKLINE(VerbSlot, dimcolor, sleByte, VER(8)),
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MKLINE(VerbSlot, bkcolor, sleByte, VER(8)),
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MKLINE(VerbSlot, type, sleByte, VER(8)),
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MKLINE(VerbSlot, charset_nr, sleByte, VER(8)),
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MKLINE(VerbSlot, curmode, sleByte, VER(8)),
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MKLINE(VerbSlot, saveid, sleByte, VER(8)),
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MKLINE(VerbSlot, key, sleByte, VER(8)),
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MKLINE(VerbSlot, center, sleByte, VER(8)),
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MKLINE(VerbSlot, prep, sleByte, VER(8)),
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MKLINE(VerbSlot, imgindex, sleUint16, VER(8)),
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MKEND()
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};
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const SaveLoadEntry mainEntries[] = {
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MKARRAY(ScummEngine, _gameMD5[0], sleUint8, 16, VER(39)),
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MKLINE(ScummEngine, _roomWidth, sleUint16, VER(8)),
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MKLINE(ScummEngine, _roomHeight, sleUint16, VER(8)),
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MKLINE(ScummEngine, _ENCD_offs, sleUint32, VER(8)),
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MKLINE(ScummEngine, _EXCD_offs, sleUint32, VER(8)),
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MKLINE(ScummEngine, _IM00_offs, sleUint32, VER(8)),
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MKLINE(ScummEngine, _CLUT_offs, sleUint32, VER(8)),
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MK_OBSOLETE(ScummEngine, _EPAL_offs, sleUint32, VER(8), VER(9)),
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MKLINE(ScummEngine, _PALS_offs, sleUint32, VER(8)),
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MKLINE(ScummEngine, _curPalIndex, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _currentRoom, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _roomResource, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _numObjectsInRoom, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _currentScript, sleByte, VER(8)),
|
|
MKARRAY(ScummEngine, _localScriptList[0], sleUint32, _numLocalScripts, VER(8)),
|
|
|
|
|
|
// vm.localvar grew from 25 to 40 script entries and then from
|
|
// 16 to 32 bit variables (but that wasn't reflect here)... and
|
|
// THEN from 16 to 25 variables.
|
|
MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint16, 17, 25, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER(8), VER(8)),
|
|
MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint16, 17, 40, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER(9), VER(14)),
|
|
|
|
// We used to save 25 * 40 = 1000 blocks; but actually, each 'row consisted of 26 entry,
|
|
// i.e. 26 * 40 = 1040. Thus the last 40 blocks of localvar where not saved at all. To be
|
|
// able to load this screwed format, we use a trick: We load 26 * 38 = 988 blocks.
|
|
// Then, we mark the followin 12 blocks (24 bytes) as obsolete.
|
|
MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint16, 26, 38, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER(15), VER(17)),
|
|
MK_OBSOLETE_ARRAY(ScummEngine, vm.localvar[39][0], sleUint16, 12, VER(15), VER(17)),
|
|
|
|
// This was the first proper multi dimensional version of the localvars, with 32 bit values
|
|
MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint32, 26, 40, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER(18), VER(19)),
|
|
|
|
// Then we doubled the script slots again, from 40 to 80
|
|
MKARRAY2(ScummEngine, vm.localvar[0][0], sleUint32, 26, NUM_SCRIPT_SLOT, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER(20)),
|
|
|
|
|
|
MKARRAY(ScummEngine, _resourceMapper[0], sleByte, 128, VER(8)),
|
|
MKARRAY(ScummEngine, _charsetColorMap[0], sleByte, 16, VER(8)),
|
|
|
|
// _charsetData grew from 10*16 to 15*16 bytes
|
|
MKARRAY_OLD(ScummEngine, _charsetData[0][0], sleByte, 10 * 16, VER(8), VER(9)),
|
|
MKARRAY(ScummEngine, _charsetData[0][0], sleByte, 15 * 16, VER(10)),
|
|
|
|
MKLINE(ScummEngine, _curExecScript, sleUint16, VER(8)),
|
|
|
|
MKLINE(ScummEngine, camera._dest.x, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, camera._dest.y, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, camera._cur.x, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, camera._cur.y, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, camera._last.x, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, camera._last.y, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, camera._accel.x, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, camera._accel.y, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, _screenStartStrip, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, _screenEndStrip, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, camera._mode, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, camera._follows, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, camera._leftTrigger, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, camera._rightTrigger, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, camera._movingToActor, sleUint16, VER(8)),
|
|
|
|
MKLINE(ScummEngine, _actorToPrintStrFor, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _charsetColor, sleByte, VER(8)),
|
|
|
|
// _charsetBufPos was changed from byte to int
|
|
MKLINE_OLD(ScummEngine, _charsetBufPos, sleByte, VER(8), VER(9)),
|
|
MKLINE(ScummEngine, _charsetBufPos, sleInt16, VER(10)),
|
|
|
|
MKLINE(ScummEngine, _haveMsg, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _useTalkAnims, sleByte, VER(8)),
|
|
|
|
MKLINE(ScummEngine, _talkDelay, sleInt16, VER(8)),
|
|
MKLINE(ScummEngine, _defaultTalkDelay, sleInt16, VER(8)),
|
|
MK_OBSOLETE(ScummEngine, _numInMsgStack, sleInt16, VER(8), VER(27)),
|
|
MKLINE(ScummEngine, _sentenceNum, sleByte, VER(8)),
|
|
|
|
MKLINE(ScummEngine, vm.cutSceneStackPointer, sleByte, VER(8)),
|
|
MKARRAY(ScummEngine, vm.cutScenePtr[0], sleUint32, 5, VER(8)),
|
|
MKARRAY(ScummEngine, vm.cutSceneScript[0], sleByte, 5, VER(8)),
|
|
MKARRAY(ScummEngine, vm.cutSceneData[0], sleInt16, 5, VER(8)),
|
|
MKLINE(ScummEngine, vm.cutSceneScriptIndex, sleInt16, VER(8)),
|
|
|
|
MKLINE(ScummEngine, vm.numNestedScripts, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _userPut, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _userState, sleUint16, VER(17)),
|
|
MKLINE(ScummEngine, _cursor.state, sleByte, VER(8)),
|
|
MK_OBSOLETE(ScummEngine, gdi._cursorActive, sleByte, VER(8), VER(20)),
|
|
MKLINE(ScummEngine, _currentCursor, sleByte, VER(8)),
|
|
MKARRAY(ScummEngine, _grabbedCursor[0], sleByte, 8192, VER(20)),
|
|
MKLINE(ScummEngine, _cursor.width, sleInt16, VER(20)),
|
|
MKLINE(ScummEngine, _cursor.height, sleInt16, VER(20)),
|
|
MKLINE(ScummEngine, _cursor.hotspotX, sleInt16, VER(20)),
|
|
MKLINE(ScummEngine, _cursor.hotspotY, sleInt16, VER(20)),
|
|
MKLINE(ScummEngine, _cursor.animate, sleByte, VER(20)),
|
|
MKLINE(ScummEngine, _cursor.animateIndex, sleByte, VER(20)),
|
|
MKLINE(ScummEngine, _mouse.x, sleInt16, VER(20)),
|
|
MKLINE(ScummEngine, _mouse.y, sleInt16, VER(20)),
|
|
|
|
MKLINE(ScummEngine, _doEffect, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _switchRoomEffect, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _newEffect, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _switchRoomEffect2, sleByte, VER(8)),
|
|
MKLINE(ScummEngine, _bgNeedsRedraw, sleByte, VER(8)),
|
|
|
|
// The state of palManipulate is stored only since V10
|
|
MKLINE(ScummEngine, _palManipStart, sleByte, VER(10)),
|
|
MKLINE(ScummEngine, _palManipEnd, sleByte, VER(10)),
|
|
MKLINE(ScummEngine, _palManipCounter, sleUint16, VER(10)),
|
|
|
|
// gfxUsageBits grew from 200 to 410 entries. Then 3 * 410 entries:
|
|
MKARRAY_OLD(ScummEngine, gfxUsageBits[0], sleUint32, 200, VER(8), VER(9)),
|
|
MKARRAY_OLD(ScummEngine, gfxUsageBits[0], sleUint32, 410, VER(10), VER(13)),
|
|
MKARRAY(ScummEngine, gfxUsageBits[0], sleUint32, 3 * 410, VER(14)),
|
|
|
|
MKLINE(ScummEngine, gdi._transparentColor, sleByte, VER(8)),
|
|
MKARRAY(ScummEngine, _currentPalette[0], sleByte, 768, VER(8)),
|
|
|
|
// Sam & Max specific palette replaced by _shadowPalette now.
|
|
MK_OBSOLETE_ARRAY(ScummEngine, _proc_special_palette[0], sleByte, 256, VER(8), VER(33)),
|
|
|
|
MKARRAY(ScummEngine, _charsetBuffer[0], sleByte, 256, VER(8)),
|
|
|
|
MKLINE(ScummEngine, _egoPositioned, sleByte, VER(8)),
|
|
|
|
// gdi._imgBufOffs grew from 4 to 5 entries. Then one day we relized
|
|
// that we don't have to store it since initBGBuffers() recomputes it.
|
|
MK_OBSOLETE_ARRAY(ScummEngine, gdi._imgBufOffs[0], sleUint16, 4, VER(8), VER(9)),
|
|
MK_OBSOLETE_ARRAY(ScummEngine, gdi._imgBufOffs[0], sleUint16, 5, VER(10), VER(26)),
|
|
|
|
// See _imgBufOffs: _numZBuffer is recomputed by initBGBuffers().
|
|
MK_OBSOLETE(ScummEngine, gdi._numZBuffer, sleByte, VER(8), VER(26)),
|
|
|
|
MKLINE(ScummEngine, _screenEffectFlag, sleByte, VER(8)),
|
|
|
|
MK_OBSOLETE(ScummEngine, _randSeed1, sleUint32, VER(8), VER(9)),
|
|
MK_OBSOLETE(ScummEngine, _randSeed2, sleUint32, VER(8), VER(9)),
|
|
|
|
// Converted _shakeEnabled to boolean and added a _shakeFrame field.
|
|
MKLINE_OLD(ScummEngine, _shakeEnabled, sleInt16, VER(8), VER(9)),
|
|
MKLINE(ScummEngine, _shakeEnabled, sleByte, VER(10)),
|
|
MKLINE(ScummEngine, _shakeFrame, sleUint32, VER(10)),
|
|
|
|
MKLINE(ScummEngine, _keepText, sleByte, VER(8)),
|
|
|
|
MKLINE(ScummEngine, _screenB, sleUint16, VER(8)),
|
|
MKLINE(ScummEngine, _screenH, sleUint16, VER(8)),
|
|
|
|
MK_OBSOLETE(ScummEngine, _cd_track, sleInt16, VER(9), VER(9)),
|
|
MK_OBSOLETE(ScummEngine, _cd_loops, sleInt16, VER(9), VER(9)),
|
|
MK_OBSOLETE(ScummEngine, _cd_frame, sleInt16, VER(9), VER(9)),
|
|
MK_OBSOLETE(ScummEngine, _cd_end, sleInt16, VER(9), VER(9)),
|
|
|
|
MKEND()
|
|
};
|
|
|
|
const SaveLoadEntry scriptSlotEntries[] = {
|
|
MKLINE(ScriptSlot, offs, sleUint32, VER(8)),
|
|
MKLINE(ScriptSlot, delay, sleInt32, VER(8)),
|
|
MKLINE(ScriptSlot, number, sleUint16, VER(8)),
|
|
MKLINE(ScriptSlot, delayFrameCount, sleUint16, VER(8)),
|
|
MKLINE(ScriptSlot, status, sleByte, VER(8)),
|
|
MKLINE(ScriptSlot, where, sleByte, VER(8)),
|
|
MKLINE(ScriptSlot, freezeResistant, sleByte, VER(8)),
|
|
MKLINE(ScriptSlot, recursive, sleByte, VER(8)),
|
|
MKLINE(ScriptSlot, freezeCount, sleByte, VER(8)),
|
|
MKLINE(ScriptSlot, didexec, sleByte, VER(8)),
|
|
MKLINE(ScriptSlot, cutsceneOverride, sleByte, VER(8)),
|
|
MK_OBSOLETE(ScriptSlot, unk5, sleByte, VER(8), VER(10)),
|
|
MKEND()
|
|
};
|
|
|
|
const SaveLoadEntry nestedScriptEntries[] = {
|
|
MKLINE(NestedScript, number, sleUint16, VER(8)),
|
|
MKLINE(NestedScript, where, sleByte, VER(8)),
|
|
MKLINE(NestedScript, slot, sleByte, VER(8)),
|
|
MKEND()
|
|
};
|
|
|
|
const SaveLoadEntry sentenceTabEntries[] = {
|
|
MKLINE(SentenceTab, verb, sleUint8, VER(8)),
|
|
MKLINE(SentenceTab, preposition, sleUint8, VER(8)),
|
|
MKLINE(SentenceTab, objectA, sleUint16, VER(8)),
|
|
MKLINE(SentenceTab, objectB, sleUint16, VER(8)),
|
|
MKLINE(SentenceTab, freezeCount, sleUint8, VER(8)),
|
|
MKEND()
|
|
};
|
|
|
|
const SaveLoadEntry stringTabEntries[] = {
|
|
// Then _default/restore of a StringTab entry becomes a one liner.
|
|
MKLINE(StringTab, xpos, sleInt16, VER(8)),
|
|
MKLINE(StringTab, _default.xpos, sleInt16, VER(8)),
|
|
MKLINE(StringTab, ypos, sleInt16, VER(8)),
|
|
MKLINE(StringTab, _default.ypos, sleInt16, VER(8)),
|
|
MKLINE(StringTab, right, sleInt16, VER(8)),
|
|
MKLINE(StringTab, _default.right, sleInt16, VER(8)),
|
|
MKLINE(StringTab, color, sleInt8, VER(8)),
|
|
MKLINE(StringTab, _default.color, sleInt8, VER(8)),
|
|
MKLINE(StringTab, charset, sleInt8, VER(8)),
|
|
MKLINE(StringTab, _default.charset, sleInt8, VER(8)),
|
|
MKLINE(StringTab, center, sleByte, VER(8)),
|
|
MKLINE(StringTab, _default.center, sleByte, VER(8)),
|
|
MKLINE(StringTab, overhead, sleByte, VER(8)),
|
|
MKLINE(StringTab, _default.overhead, sleByte, VER(8)),
|
|
MKLINE(StringTab, no_talk_anim, sleByte, VER(8)),
|
|
MKLINE(StringTab, _default.no_talk_anim, sleByte, VER(8)),
|
|
MKEND()
|
|
};
|
|
|
|
const SaveLoadEntry colorCycleEntries[] = {
|
|
MKLINE(ColorCycle, delay, sleUint16, VER(8)),
|
|
MKLINE(ColorCycle, counter, sleUint16, VER(8)),
|
|
MKLINE(ColorCycle, flags, sleUint16, VER(8)),
|
|
MKLINE(ColorCycle, start, sleByte, VER(8)),
|
|
MKLINE(ColorCycle, end, sleByte, VER(8)),
|
|
MKEND()
|
|
};
|
|
|
|
const SaveLoadEntry scaleSlotsEntries[] = {
|
|
MKLINE(ScaleSlot, x1, sleUint16, VER(13)),
|
|
MKLINE(ScaleSlot, y1, sleUint16, VER(13)),
|
|
MKLINE(ScaleSlot, scale1, sleUint16, VER(13)),
|
|
MKLINE(ScaleSlot, x2, sleUint16, VER(13)),
|
|
MKLINE(ScaleSlot, y2, sleUint16, VER(13)),
|
|
MKLINE(ScaleSlot, scale2, sleUint16, VER(13)),
|
|
MKEND()
|
|
};
|
|
|
|
// MSVC6 FIX (Jamieson630):
|
|
// MSVC6 has a problem with any notation that involves
|
|
// more than one set of double colons ::
|
|
// The following MKLINE macros expand to such things
|
|
// as AudioCDManager::Status::playing, and MSVC6 has
|
|
// a fit with that. This typedef simplifies the notation
|
|
// to something MSVC6 can grasp.
|
|
typedef AudioCDManager::Status AudioCDManager_Status;
|
|
const SaveLoadEntry audioCDEntries[] = {
|
|
MKLINE(AudioCDManager_Status, playing, sleUint32, VER(24)),
|
|
MKLINE(AudioCDManager_Status, track, sleInt32, VER(24)),
|
|
MKLINE(AudioCDManager_Status, start, sleUint32, VER(24)),
|
|
MKLINE(AudioCDManager_Status, duration, sleUint32, VER(24)),
|
|
MKLINE(AudioCDManager_Status, numLoops, sleInt32, VER(24)),
|
|
MKEND()
|
|
};
|
|
|
|
int i, j;
|
|
int var120Backup;
|
|
int var98Backup;
|
|
uint8 md5Backup[16];
|
|
|
|
// MD5 Operations: Backup on load, compare, and reset.
|
|
if (s->isLoading())
|
|
memcpy(md5Backup, _gameMD5, 16);
|
|
|
|
s->saveLoadEntries(this, mainEntries);
|
|
|
|
// MD5 Operations: Backup on load, compare, and reset.
|
|
if (s->isLoading())
|
|
if (memcmp(md5Backup, _gameMD5, 16) != 0) {
|
|
warning("Game was saved with different gamedata - you may encounter problems.");
|
|
memcpy(_gameMD5, md5Backup, 16);
|
|
}
|
|
|
|
|
|
if (s->isLoading() && savegameVersion < VER(14))
|
|
upgradeGfxUsageBits();
|
|
|
|
if (s->isLoading() && savegameVersion >= VER(20)) {
|
|
updateCursor();
|
|
_system->warpMouse(_mouse.x, _mouse.y);
|
|
}
|
|
|
|
if (s->isLoading()) {
|
|
// Not all actor data is saved; so when loading, we first reset
|
|
// all actors, to ensure completely reproducible behaviour (else,
|
|
// some not saved value in the actor class can cause odd things)
|
|
for (i = 0; i < _numActors; i++)
|
|
_actors[i].initActor(-1);
|
|
}
|
|
s->saveLoadArrayOf(_actors, _numActors, sizeof(_actors[0]), actorEntries);
|
|
s->saveLoadEntries(_sound, soundEntries);
|
|
|
|
if (savegameVersion < VER(9))
|
|
s->saveLoadArrayOf(vm.slot, 25, sizeof(vm.slot[0]), scriptSlotEntries);
|
|
else if (savegameVersion < VER(20))
|
|
s->saveLoadArrayOf(vm.slot, 40, sizeof(vm.slot[0]), scriptSlotEntries);
|
|
else
|
|
s->saveLoadArrayOf(vm.slot, NUM_SCRIPT_SLOT, sizeof(vm.slot[0]), scriptSlotEntries);
|
|
|
|
if (_heversion >= 71) {
|
|
Wiz *wiz = &((ScummEngine_v70he *)this)->_wiz;
|
|
s->saveLoadArrayOf(wiz->_polygons, ARRAYSIZE(wiz->_polygons), sizeof(wiz->_polygons[0]), polygonEntries);
|
|
}
|
|
s->saveLoadArrayOf(_objs, _numLocalObjects, sizeof(_objs[0]), objectEntries);
|
|
if (s->isLoading() && savegameVersion < VER(13)) {
|
|
// Since roughly v13 of the save games, the objs storage has changed a bit
|
|
for (i = _numObjectsInRoom; i < _numLocalObjects; i++) {
|
|
_objs[i].obj_nr = 0;
|
|
}
|
|
|
|
}
|
|
s->saveLoadArrayOf(_verbs, _numVerbs, sizeof(_verbs[0]), verbEntries);
|
|
s->saveLoadArrayOf(vm.nest, 16, sizeof(vm.nest[0]), nestedScriptEntries);
|
|
s->saveLoadArrayOf(_sentence, 6, sizeof(_sentence[0]), sentenceTabEntries);
|
|
s->saveLoadArrayOf(_string, 6, sizeof(_string[0]), stringTabEntries);
|
|
s->saveLoadArrayOf(_colorCycle, 16, sizeof(_colorCycle[0]), colorCycleEntries);
|
|
|
|
if (savegameVersion >= VER(13))
|
|
s->saveLoadArrayOf(_scaleSlots, 20, sizeof(_scaleSlots[0]), scaleSlotsEntries);
|
|
|
|
// Save all resource.
|
|
int type, idx;
|
|
if (savegameVersion >= VER(26)) {
|
|
// New, more robust resource save/load system. This stores the type
|
|
// and index of each resource. Thus if we increase e.g. the maximum
|
|
// number of script resources, savegames won't break.
|
|
if (s->isSaving()) {
|
|
for (type = rtFirst; type <= rtLast; type++) {
|
|
if (res.mode[type] != 1 && type != rtTemp && type != rtBuffer) {
|
|
s->saveUint16(type); // Save the res type...
|
|
for (idx = 0; idx < res.num[type]; idx++) {
|
|
// Only save resources which actually exist...
|
|
if (res.address[type][idx]) {
|
|
s->saveUint16(idx); // Save the index of the resource
|
|
saveResource(s, type, idx);
|
|
}
|
|
}
|
|
s->saveUint16(0xFFFF); // End marker
|
|
}
|
|
}
|
|
s->saveUint16(0xFFFF); // End marker
|
|
} else {
|
|
while ((type = s->loadUint16()) != 0xFFFF) {
|
|
while ((idx = s->loadUint16()) != 0xFFFF) {
|
|
assert(0 <= idx && idx < res.num[type]);
|
|
loadResource(s, type, idx);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// Old, fragile resource save/load system. Doesn't save resources
|
|
// with index 0, and breaks whenever we change the limit on a given
|
|
// resource type.
|
|
for (type = rtFirst; type <= rtLast; type++)
|
|
if (res.mode[type] != 1 && type != rtTemp && type != rtBuffer) {
|
|
// For V1-V5 games, there used to be no object name resources.
|
|
// At some point this changed. But since old savegames rely on
|
|
// unchanged resource counts, we have to hard code the following check
|
|
if (_version < 6 && type == rtObjectName)
|
|
continue;
|
|
for (idx = 1; idx < res.num[type]; idx++)
|
|
saveLoadResource(s, type, idx);
|
|
}
|
|
}
|
|
|
|
s->saveLoadArrayOf(_objectOwnerTable, _numGlobalObjects, sizeof(_objectOwnerTable[0]), sleByte);
|
|
s->saveLoadArrayOf(_objectStateTable, _numGlobalObjects, sizeof(_objectStateTable[0]), sleByte);
|
|
if (_objectRoomTable)
|
|
s->saveLoadArrayOf(_objectRoomTable, _numGlobalObjects, sizeof(_objectRoomTable[0]), sleByte);
|
|
|
|
if (_shadowPaletteSize) {
|
|
s->saveLoadArrayOf(_shadowPalette, _shadowPaletteSize, 1, sleByte);
|
|
// _roomPalette didn't show up until V21 save games
|
|
if (savegameVersion >= VER(21) && _version < 5)
|
|
s->saveLoadArrayOf(_roomPalette, sizeof(_roomPalette), 1, sleByte);
|
|
}
|
|
|
|
// PalManip data was not saved before V10 save games
|
|
if (savegameVersion < VER(10))
|
|
_palManipCounter = 0;
|
|
if (_palManipCounter) {
|
|
if (!_palManipPalette)
|
|
_palManipPalette = (byte *)calloc(0x300, 1);
|
|
if (!_palManipIntermediatePal)
|
|
_palManipIntermediatePal = (byte *)calloc(0x600, 1);
|
|
s->saveLoadArrayOf(_palManipPalette, 0x300, 1, sleByte);
|
|
s->saveLoadArrayOf(_palManipIntermediatePal, 0x600, 1, sleByte);
|
|
}
|
|
|
|
s->saveLoadArrayOf(_classData, _numGlobalObjects, sizeof(_classData[0]), sleUint32);
|
|
|
|
var120Backup = _scummVars[120];
|
|
var98Backup = _scummVars[98];
|
|
|
|
if (savegameVersion > VER(37))
|
|
s->saveLoadArrayOf(_roomVars, _numRoomVariables, sizeof(_roomVars[0]), sleInt32);
|
|
|
|
// The variables grew from 16 to 32 bit.
|
|
if (savegameVersion < VER(15))
|
|
s->saveLoadArrayOf(_scummVars, _numVariables, sizeof(_scummVars[0]), sleInt16);
|
|
else
|
|
s->saveLoadArrayOf(_scummVars, _numVariables, sizeof(_scummVars[0]), sleInt32);
|
|
|
|
if (_gameId == GID_TENTACLE) // Maybe misplaced, but that's the main idea
|
|
_scummVars[120] = var120Backup;
|
|
if (_gameId == GID_INDY4)
|
|
_scummVars[98] = var98Backup;
|
|
|
|
s->saveLoadArrayOf(_bitVars, _numBitVariables >> 3, 1, sleByte);
|
|
|
|
/* Save or load a list of the locked objects */
|
|
if (s->isSaving()) {
|
|
for (i = rtFirst; i <= rtLast; i++)
|
|
for (j = 1; j < res.num[i]; j++) {
|
|
if (res.flags[i][j] & RF_LOCK) {
|
|
s->saveByte(i);
|
|
s->saveUint16(j);
|
|
}
|
|
}
|
|
s->saveByte(0xFF);
|
|
} else {
|
|
int r;
|
|
while ((r = s->loadByte()) != 0xFF) {
|
|
res.flags[r][s->loadUint16()] |= RF_LOCK;
|
|
}
|
|
}
|
|
|
|
// Save/load Audio CD status
|
|
if (savegameVersion >= VER(24)) {
|
|
AudioCDManager::Status info;
|
|
if (s->isSaving())
|
|
info = AudioCD.getStatus();
|
|
s->saveLoadArrayOf(&info, 1, sizeof(info), audioCDEntries);
|
|
// If we are loading, and the music being loaded was supposed to loop
|
|
// forever, then resume playing it. This helps a lot of audio CD
|
|
// is used to provide ambient music (see bug #788195).
|
|
if (s->isLoading() && info.playing && info.numLoops < 0)
|
|
AudioCD.play(info.track, info.numLoops, info.start, info.duration);
|
|
}
|
|
|
|
if (_imuse && (_saveSound || !_saveTemporaryState)) {
|
|
_imuse->save_or_load(s, this);
|
|
}
|
|
|
|
if (_imuseDigital) {
|
|
_imuseDigital->saveOrLoad(s);
|
|
}
|
|
|
|
// This is probably only needed for Loom.
|
|
saveOrLoadCursorImages(s);
|
|
|
|
if (s->isLoading())
|
|
setupVolumes();
|
|
}
|
|
|
|
void ScummEngine::saveLoadResource(Serializer *ser, int type, int idx) {
|
|
byte *ptr;
|
|
uint32 size;
|
|
|
|
if (!res.mode[type]) {
|
|
if (ser->isSaving()) {
|
|
ptr = res.address[type][idx];
|
|
if (ptr == NULL) {
|
|
ser->saveUint32(0);
|
|
return;
|
|
}
|
|
|
|
size = ((MemBlkHeader *)ptr)->size;
|
|
|
|
ser->saveUint32(size);
|
|
ser->saveBytes(ptr + sizeof(MemBlkHeader), size);
|
|
|
|
if (type == rtInventory) {
|
|
ser->saveUint16(_inventory[idx]);
|
|
}
|
|
if (type == rtObjectName && ser->getVersion() >= VER(25)) {
|
|
ser->saveUint16(_newNames[idx]);
|
|
}
|
|
} else {
|
|
size = ser->loadUint32();
|
|
if (size) {
|
|
createResource(type, idx, size);
|
|
ser->loadBytes(getResourceAddress(type, idx), size);
|
|
if (type == rtInventory) {
|
|
_inventory[idx] = ser->loadUint16();
|
|
}
|
|
if (type == rtObjectName && ser->getVersion() >= VER(25)) {
|
|
// Paranoia: We increased the possible number of new names
|
|
// to fix bugs #933610 and #936323. The savegame format
|
|
// didn't change, but at least during the transition
|
|
// period there is a slight chance that we try to load
|
|
// more names than we have allocated space for. If so,
|
|
// discard them.
|
|
if (idx < _numNewNames)
|
|
_newNames[idx] = ser->loadUint16();
|
|
}
|
|
}
|
|
}
|
|
} else if (res.mode[type] == 2 && ser->getVersion() >= VER(23)) {
|
|
// Save/load only a list of resource numbers that need reloaded.
|
|
if (ser->isSaving()) {
|
|
ser->saveUint16(res.address[type][idx] ? 1 : 0);
|
|
} else {
|
|
if (ser->loadUint16())
|
|
ensureResourceLoaded(type, idx);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::saveResource(Serializer *ser, int type, int idx) {
|
|
assert(res.address[type][idx]);
|
|
|
|
if (res.mode[type] == 0) {
|
|
byte *ptr = res.address[type][idx];
|
|
uint32 size = ((MemBlkHeader *)ptr)->size;
|
|
|
|
ser->saveUint32(size);
|
|
ser->saveBytes(ptr + sizeof(MemBlkHeader), size);
|
|
|
|
if (type == rtInventory) {
|
|
ser->saveUint16(_inventory[idx]);
|
|
}
|
|
if (type == rtObjectName) {
|
|
ser->saveUint16(_newNames[idx]);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ScummEngine::loadResource(Serializer *ser, int type, int idx) {
|
|
if (res.mode[type] == 0) {
|
|
uint32 size = ser->loadUint32();
|
|
assert(size);
|
|
createResource(type, idx, size);
|
|
ser->loadBytes(getResourceAddress(type, idx), size);
|
|
|
|
if (type == rtInventory) {
|
|
_inventory[idx] = ser->loadUint16();
|
|
}
|
|
if (type == rtObjectName) {
|
|
_newNames[idx] = ser->loadUint16();
|
|
}
|
|
} else if (res.mode[type] == 2) {
|
|
ensureResourceLoaded(type, idx);
|
|
}
|
|
}
|
|
|
|
void Serializer::saveBytes(void *b, int len) {
|
|
_saveLoadStream->write(b, len);
|
|
}
|
|
|
|
void Serializer::loadBytes(void *b, int len) {
|
|
_saveLoadStream->read(b, len);
|
|
}
|
|
|
|
void Serializer::saveUint32(uint32 d) {
|
|
_saveLoadStream->writeUint32LE(d);
|
|
}
|
|
|
|
void Serializer::saveUint16(uint16 d) {
|
|
_saveLoadStream->writeUint16LE(d);
|
|
}
|
|
|
|
void Serializer::saveByte(byte b) {
|
|
_saveLoadStream->writeByte(b);
|
|
}
|
|
|
|
uint32 Serializer::loadUint32() {
|
|
return _saveLoadStream->readUint32LE();
|
|
}
|
|
|
|
uint16 Serializer::loadUint16() {
|
|
return _saveLoadStream->readUint16LE();
|
|
}
|
|
|
|
byte Serializer::loadByte() {
|
|
return _saveLoadStream->readByte();
|
|
}
|
|
|
|
void Serializer::saveArrayOf(void *b, int len, int datasize, byte filetype) {
|
|
byte *at = (byte *)b;
|
|
uint32 data;
|
|
|
|
// speed up byte arrays
|
|
if (datasize == 1 && filetype == sleByte) {
|
|
saveBytes(b, len);
|
|
return;
|
|
}
|
|
|
|
while (--len >= 0) {
|
|
if (datasize == 0) {
|
|
// Do nothing for obsolete data
|
|
data = 0;
|
|
} else if (datasize == 1) {
|
|
data = *(byte *)at;
|
|
at += 1;
|
|
} else if (datasize == 2) {
|
|
data = *(uint16 *)at;
|
|
at += 2;
|
|
} else if (datasize == 4) {
|
|
data = *(uint32 *)at;
|
|
at += 4;
|
|
} else {
|
|
error("saveLoadArrayOf: invalid size %d", datasize);
|
|
}
|
|
switch (filetype) {
|
|
case sleByte:
|
|
saveByte((byte)data);
|
|
break;
|
|
case sleUint16:
|
|
case sleInt16:
|
|
saveUint16((int16)data);
|
|
break;
|
|
case sleInt32:
|
|
case sleUint32:
|
|
saveUint32(data);
|
|
break;
|
|
default:
|
|
error("saveLoadArrayOf: invalid filetype %d", filetype);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Serializer::loadArrayOf(void *b, int len, int datasize, byte filetype) {
|
|
byte *at = (byte *)b;
|
|
uint32 data;
|
|
|
|
// speed up byte arrays
|
|
if (datasize == 1 && filetype == sleByte) {
|
|
loadBytes(b, len);
|
|
return;
|
|
}
|
|
|
|
while (--len >= 0) {
|
|
switch (filetype) {
|
|
case sleByte:
|
|
data = loadByte();
|
|
break;
|
|
case sleUint16:
|
|
data = loadUint16();
|
|
break;
|
|
case sleInt16:
|
|
data = (int16)loadUint16();
|
|
break;
|
|
case sleUint32:
|
|
data = loadUint32();
|
|
break;
|
|
case sleInt32:
|
|
data = (int32)loadUint32();
|
|
break;
|
|
default:
|
|
error("saveLoadArrayOf: invalid filetype %d", filetype);
|
|
}
|
|
if (datasize == 0) {
|
|
// Do nothing for obsolete data
|
|
} else if (datasize == 1) {
|
|
*(byte *)at = (byte)data;
|
|
at += 1;
|
|
} else if (datasize == 2) {
|
|
*(uint16 *)at = (uint16)data;
|
|
at += 2;
|
|
} else if (datasize == 4) {
|
|
*(uint32 *)at = data;
|
|
at += 4;
|
|
} else {
|
|
error("saveLoadArrayOf: invalid size %d", datasize);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Serializer::saveLoadArrayOf(void *b, int num, int datasize, const SaveLoadEntry *sle) {
|
|
byte *data = (byte *)b;
|
|
|
|
if (isSaving()) {
|
|
while (--num >= 0) {
|
|
saveEntries(data, sle);
|
|
data += datasize;
|
|
}
|
|
} else {
|
|
while (--num >= 0) {
|
|
loadEntries(data, sle);
|
|
data += datasize;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Serializer::saveLoadArrayOf(void *b, int len, int datasize, byte filetype) {
|
|
if (isSaving())
|
|
saveArrayOf(b, len, datasize, filetype);
|
|
else
|
|
loadArrayOf(b, len, datasize, filetype);
|
|
}
|
|
|
|
void Serializer::saveLoadEntries(void *d, const SaveLoadEntry *sle) {
|
|
if (isSaving())
|
|
saveEntries(d, sle);
|
|
else
|
|
loadEntries(d, sle);
|
|
}
|
|
|
|
void Serializer::saveEntries(void *d, const SaveLoadEntry *sle) {
|
|
byte type;
|
|
byte *at;
|
|
int size;
|
|
|
|
while (sle->offs != 0xFFFF) {
|
|
at = (byte *)d + sle->offs;
|
|
size = sle->size;
|
|
type = (byte) sle->type;
|
|
|
|
if (sle->maxVersion != CURRENT_VER) {
|
|
// Skip obsolete entries
|
|
if (type & 128)
|
|
sle++;
|
|
} else if (size == 0xFF) {
|
|
// save reference
|
|
void *ptr = *((void **)at);
|
|
saveUint16(ptr ? ((*_save_ref) (_ref_me, type, ptr) + 1) : 0);
|
|
} else {
|
|
// save entry
|
|
int columns = 1;
|
|
int rows = 1;
|
|
int rowlen = 0;
|
|
if (type & 128) {
|
|
sle++;
|
|
columns = sle->offs;
|
|
rows = sle->type;
|
|
rowlen = sle->size;
|
|
type &= ~128;
|
|
}
|
|
while (rows--) {
|
|
saveArrayOf(at, columns, size, type);
|
|
at += rowlen;
|
|
}
|
|
}
|
|
sle++;
|
|
}
|
|
}
|
|
|
|
void Serializer::loadEntries(void *d, const SaveLoadEntry *sle) {
|
|
byte type;
|
|
byte *at;
|
|
int size;
|
|
|
|
while (sle->offs != 0xFFFF) {
|
|
at = (byte *)d + sle->offs;
|
|
size = sle->size;
|
|
type = (byte) sle->type;
|
|
|
|
if (_savegameVersion < sle->minVersion || _savegameVersion > sle->maxVersion) {
|
|
// Skip entries which are not present in this save game version
|
|
if (type & 128)
|
|
sle++;
|
|
} else if (size == 0xFF) {
|
|
// load reference...
|
|
int num = loadUint16();
|
|
// ...but only use it if it's still there in CURRENT_VER
|
|
if (sle->maxVersion == CURRENT_VER)
|
|
*((void **)at) = num ? (*_load_ref) (_ref_me, type, num - 1) : NULL;
|
|
} else {
|
|
// load entry
|
|
int columns = 1;
|
|
int rows = 1;
|
|
int rowlen = 0;
|
|
|
|
if (type & 128) {
|
|
sle++;
|
|
columns = sle->offs;
|
|
rows = sle->type;
|
|
rowlen = sle->size;
|
|
type &= ~128;
|
|
}
|
|
while (rows--) {
|
|
loadArrayOf(at, columns, size, type);
|
|
at += rowlen;
|
|
}
|
|
}
|
|
sle++;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Scumm
|