mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-30 14:14:43 +00:00
1260 lines
37 KiB
C++
1260 lines
37 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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*/
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#ifdef ENABLE_EOB
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#include "kyra/resource.h"
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#include "kyra/script_eob.h"
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#include "common/system.h"
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#include "common/savefile.h"
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#include "common/substream.h"
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#include "common/config-manager.h"
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#include "common/translation.h"
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#include "gui/message.h"
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namespace Kyra {
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Common::Error EoBCoreEngine::loadGameState(int slot) {
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// Special slot id -1 for EOB1 party transfer
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const char *fileName = (slot == -1) ? _savegameFilename.c_str() : getSavegameFilename(slot);
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SaveHeader header;
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Common::InSaveFile *saveFile = openSaveForReading(fileName, header, (slot != -1));
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if (!saveFile)
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return Common::Error(Common::kReadingFailed);
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Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);
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_loading = true;
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if (slot != -1)
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_screen->fadeToBlack(10);
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for (int i = 0; i < 6; i++) {
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EoBCharacter *c = &_characters[i];
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c->id = in.readByte();
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c->flags = in.readByte();
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in.read(c->name, 11);
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c->strengthCur = in.readSByte();
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c->strengthMax = in.readSByte();
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c->strengthExtCur = in.readSByte();
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c->strengthExtMax = in.readSByte();
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c->intelligenceCur = in.readSByte();
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c->intelligenceMax = in.readSByte();
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c->wisdomCur = in.readSByte();
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c->wisdomMax = in.readSByte();
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c->dexterityCur = in.readSByte();
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c->dexterityMax = in.readSByte();
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c->constitutionCur = in.readSByte();
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c->constitutionMax = in.readSByte();
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c->charismaCur = in.readSByte();
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c->charismaMax = in.readSByte();
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c->hitPointsCur = in.readSint16BE();
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c->hitPointsMax = in.readSint16BE();
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c->armorClass = in.readSByte();
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c->disabledSlots = in.readByte();
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c->raceSex = in.readByte();
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c->cClass = in.readByte();
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c->alignment = in.readByte();
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c->portrait = in.readSByte();
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if (slot == -1 && c->portrait < 0)
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c->portrait = -c->portrait + 43;
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c->food = in.readByte();
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in.read(c->level, 3);
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for (int ii = 0; ii < 3; ii++)
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c->experience[ii] = in.readUint32BE();
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delete[] c->faceShape;
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c->faceShape = 0;
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in.read(c->mageSpells, 80);
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in.read(c->clericSpells, 80);
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c->mageSpellsAvailableFlags = in.readUint32BE();
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for (int ii = 0; ii < 27; ii++)
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c->inventory[ii] = in.readSint16BE();
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uint32 ct = _system->getMillis();
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for (int ii = 0; ii < 10; ii++) {
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c->timers[ii] = in.readUint32BE();
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if (c->timers[ii])
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c->timers[ii] += ct;
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}
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in.read(c->events, 10);
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in.read(c->effectsRemainder, 4);
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c->effectFlags = in.readUint32BE();
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c->damageTaken = in.readByte();
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in.read(c->slotStatus, 5);
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}
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setupCharacterTimers();
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_screen->loadShapeSetBitmap("CHARGENA", 3, 3);
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for (int i = 0; i < 6; i++) {
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EoBCharacter *c = &_characters[i];
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if (!c->flags || c->portrait < 0)
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continue;
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c->faceShape = _screen->encodeShape((c->portrait % 10) << 2, (c->portrait / 10) << 5, 4, 32, true, _cgaMappingDefault);
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}
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_screen->loadShapeSetBitmap(_flags.gameID == GI_EOB2 ? "OUTPORTS" : "OUTTAKE", 3, 3);
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for (int i = 0; i < 6; i++) {
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EoBCharacter *c = &_characters[i];
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if (!c->flags || c->portrait >= 0)
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continue;
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c->faceShape = _screen->encodeShape((-(c->portrait + 1)) << 2, _flags.gameID == GI_EOB2 ? 0 : 160, 4, 32, true, _cgaMappingDefault);
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}
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_screen->_curPage = 0;
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if (slot == -1) {
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// Skip all settings which aren't necessary for party transfer.
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// Jump directly to the items list.
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in.skip(108);
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} else {
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_currentLevel = in.readByte();
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_currentSub = in.readSByte();
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_currentBlock = in.readUint16BE();
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_currentDirection = in.readUint16BE();
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_itemInHand = in.readSint16BE();
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_hasTempDataFlags = in.readUint32BE();
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_partyEffectFlags = in.readUint32BE();
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_updateFlags = in.readUint16BE();
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_compassDirection = in.readUint16BE();
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_currentControlMode = in.readUint16BE();
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_updateCharNum = in.readSint16BE();
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_openBookSpellLevel = in.readSByte();
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_openBookSpellSelectedItem = in.readSByte();
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_openBookSpellListOffset = in.readSByte();
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_openBookChar = in.readByte();
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_openBookType = in.readByte();
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_openBookCharBackup = in.readByte();
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_openBookTypeBackup = in.readByte();
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_activeSpellCharId = in.readByte();
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_activeSpellCharacterPos = in.readByte();
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_activeSpell = in.readByte();
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_returnAfterSpellCallback = in.readByte() ? true : false;
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_inf->loadState(in);
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}
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for (int i = 0; i < 600; i++) {
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EoBItem *t = &_items[i];
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t->nameUnid = in.readByte();
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t->nameId = in.readByte();
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t->flags = in.readByte();
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t->icon = in.readSByte();
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t->type = in.readSByte();
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t->pos = in.readSByte();
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t->block = in.readSint16BE();
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t->next = in.readSint16BE();
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t->prev = in.readSint16BE();
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t->level = in.readByte();
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t->value = in.readSByte();
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}
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// No more data needed for party transfer
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if (slot == -1) {
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_loading = false;
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return Common::kNoError;
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}
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for (int i = 51; i < 65; i++) {
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EoBItemType *t = &_itemTypes[i];
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t->invFlags = in.readUint16BE();
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t->handFlags = in.readUint16BE();
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t->armorClass = in.readSByte();
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t->allowedClasses = in.readSByte();
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t->requiredHands = in.readSByte();
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t->dmgNumDiceS = in.readSByte();
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t->dmgNumPipsS = in.readSByte();
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t->dmgIncS = in.readSByte();
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t->dmgNumDiceL = in.readSByte();
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t->dmgNumPipsL = in.readSByte();
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t->dmgIncL = in.readSByte();
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t->unk1 = in.readByte();
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t->extraProperties = in.readUint16BE();
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}
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for (int i = 0; i < 18; 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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releaseMonsterTempData(_lvlTempData[i]);
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releaseFlyingObjectTempData(_lvlTempData[i]);
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releaseWallOfForceTempData(_lvlTempData[i]);
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delete _lvlTempData[i];
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}
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_lvlTempData[i] = new LevelTempData;
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LevelTempData *l = _lvlTempData[i];
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l->wallsXorData = new uint8[4096];
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l->flags = new uint16[1024];
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EoBMonsterInPlay *lm = new EoBMonsterInPlay[30];
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l->monsters = lm;
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EoBFlyingObject *lf = new EoBFlyingObject[_numFlyingObjects];
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l->flyingObjects = lf;
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WallOfForce *lw = new WallOfForce[5];
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l->wallsOfForce = lw;
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in.read(l->wallsXorData, 4096);
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for (int ii = 0; ii < 1024; ii++)
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l->flags[ii] = in.readByte();
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for (int ii = 0; ii < 30; ii++) {
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EoBMonsterInPlay *m = &lm[ii];
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m->type = in.readByte();
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m->unit = in.readByte();
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m->block = in.readUint16BE();
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m->pos = in.readByte();
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m->dir = in.readSByte();
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m->animStep = in.readByte();
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m->shpIndex = in.readByte();
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m->mode = in.readSByte();
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m->f_9 = in.readSByte();
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m->curAttackFrame = in.readSByte();
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m->spellStatusLeft = in.readSByte();
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m->hitPointsMax = in.readSint16BE();
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m->hitPointsCur = in.readSint16BE();
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m->dest = in.readUint16BE();
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m->randItem = in.readUint16BE();
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m->fixedItem = in.readUint16BE();
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m->flags = in.readByte();
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m->idleAnimState = in.readByte();
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m->curRemoteWeapon = in.readByte();
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m->numRemoteAttacks = in.readByte();
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m->palette = in.readSByte();
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m->directionChanged = in.readByte();
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m->stepsTillRemoteAttack = in.readByte();
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m->sub = in.readByte();
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}
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for (int ii = 0; ii < _numFlyingObjects; ii++) {
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EoBFlyingObject *m = &lf[ii];
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m->enable = in.readByte();
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m->objectType = in.readByte();
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m->attackerId = in.readSint16BE();
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m->item = in.readSint16BE();
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m->curBlock = in.readUint16BE();
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m->starting = in.readUint16BE();
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m->u1 = in.readByte();
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m->direction = in.readByte();
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m->distance = in.readByte();
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m->callBackIndex = in.readSByte();
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m->curPos = in.readByte();
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m->flags = in.readByte();
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m->unused = in.readByte();
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}
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for (int ii = 0; ii < 5; ii++) {
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WallOfForce *w = &lw[ii];
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w->block = in.readUint16BE();
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w->duration = in.readUint32BE();
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}
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}
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loadLevel(_currentLevel, _currentSub);
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_sceneUpdateRequired = true;
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_screen->setFont(Screen::FID_6_FNT);
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for (int i = 0; i < 6; i++) {
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for (int ii = 0; ii < 10; ii++) {
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if (_characters[i].events[ii] == -57)
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spellCallback_start_trueSeeing();
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}
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}
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_screen->setCurPage(0);
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gui_drawPlayField(false);
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if (_currentControlMode)
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_screen->copyRegion(176, 0, 0, 0, 144, 168, 0, 5, Screen::CR_NO_P_CHECK);
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_screen->setCurPage(0);
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gui_drawAllCharPortraitsWithStats();
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drawScene(1);
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if (_updateFlags) {
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_updateFlags = 0;
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useMagicBookOrSymbol(_openBookChar, _openBookType);
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}
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_screen->copyRegion(0, 120, 0, 0, 176, 24, 0, 12, Screen::CR_NO_P_CHECK);
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gui_toggleButtons();
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setHandItem(_itemInHand);
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while (!_screen->isMouseVisible())
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_screen->showMouse();
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_loading = false;
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_screen->fadeFromBlack(20);
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removeInputTop();
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return Common::kNoError;
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}
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Common::Error EoBCoreEngine::saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumbnail) {
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Common::String saveNameTmp;
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const char *fileName = 0;
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// Special slot id -1 to create final save for party transfer
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if (slot == -1) {
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_savegameFilename = _targetName + Common::String(".fin");
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fileName = _savegameFilename.c_str();
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saveNameTmp = _targetName + Common::String(" final");
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saveNameTmp.toUppercase();
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saveName = saveNameTmp.c_str();
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} else {
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fileName = getSavegameFilename(slot);
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}
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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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advanceTimers(_restPartyElapsedTime);
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_restPartyElapsedTime = 0;
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for (int i = 0; i < 6; i++)
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timerSpecialCharacterUpdate(0x30 + i);
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for (int i = 0; i < 6; i++) {
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EoBCharacter *c = &_characters[i];
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out->writeByte(c->id);
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out->writeByte(c->flags);
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out->write(c->name, 11);
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out->writeSByte(c->strengthCur);
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out->writeSByte(c->strengthMax);
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out->writeSByte(c->strengthExtCur);
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out->writeSByte(c->strengthExtMax);
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out->writeSByte(c->intelligenceCur);
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out->writeSByte(c->intelligenceMax);
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out->writeSByte(c->wisdomCur);
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out->writeSByte(c->wisdomMax);
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out->writeSByte(c->dexterityCur);
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out->writeSByte(c->dexterityMax);
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out->writeSByte(c->constitutionCur);
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out->writeSByte(c->constitutionMax);
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out->writeSByte(c->charismaCur);
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out->writeSByte(c->charismaMax);
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out->writeSint16BE(c->hitPointsCur);
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out->writeSint16BE(c->hitPointsMax);
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out->writeSByte(c->armorClass);
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out->writeByte(c->disabledSlots);
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out->writeByte(c->raceSex);
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out->writeByte(c->cClass);
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out->writeByte(c->alignment);
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out->writeByte(c->portrait);
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out->writeByte(c->food);
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out->write(c->level, 3);
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for (int ii = 0; ii < 3; ii++)
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out->writeUint32BE(c->experience[ii]);
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out->write(c->mageSpells, 80);
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out->write(c->clericSpells, 80);
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out->writeUint32BE(c->mageSpellsAvailableFlags);
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for (int ii = 0; ii < 27; ii++)
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out->writeSint16BE(c->inventory[ii]);
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uint32 ct = _system->getMillis();
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for (int ii = 0; ii < 10; ii++)
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out->writeUint32BE((c->timers[ii] && c->timers[ii] > ct) ? c->timers[ii] - ct : 0);
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out->write(c->events, 10);
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out->write(c->effectsRemainder, 4);
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out->writeUint32BE(c->effectFlags);
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out->writeByte(c->damageTaken);
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out->write(c->slotStatus, 5);
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}
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out->writeByte(_currentLevel);
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out->writeSByte(_currentSub);
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out->writeUint16BE(_currentBlock);
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out->writeUint16BE(_currentDirection);
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out->writeSint16BE(_itemInHand);
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out->writeUint32BE(_hasTempDataFlags);
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out->writeUint32BE(_partyEffectFlags);
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out->writeUint16BE(_updateFlags);
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out->writeUint16BE(_compassDirection);
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out->writeUint16BE(_currentControlMode);
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out->writeSint16BE(_updateCharNum);
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out->writeSByte(_openBookSpellLevel);
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out->writeSByte(_openBookSpellSelectedItem);
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out->writeSByte(_openBookSpellListOffset);
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out->writeByte(_openBookChar);
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out->writeByte(_openBookType);
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out->writeByte(_openBookCharBackup);
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out->writeByte(_openBookTypeBackup);
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out->writeByte(_activeSpellCharId);
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out->writeByte(_activeSpellCharacterPos);
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out->writeByte(_activeSpell);
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out->writeByte(_returnAfterSpellCallback ? 1 : 0);
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_inf->saveState(out);
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for (int i = 0; i < 600; i++) {
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EoBItem *t = &_items[i];
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out->writeByte(t->nameUnid);
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out->writeByte(t->nameId);
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out->writeByte(t->flags);
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out->writeSByte(t->icon);
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out->writeSByte(t->type);
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out->writeSByte(t->pos);
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out->writeSint16BE(t->block);
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out->writeSint16BE(t->next);
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out->writeSint16BE(t->prev);
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out->writeByte(t->level);
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out->writeSByte(t->value);
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}
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for (int i = 51; i < 65; i++) {
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EoBItemType *t = &_itemTypes[i];
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out->writeUint16BE(t->invFlags);
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out->writeUint16BE(t->handFlags);
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out->writeSByte(t->armorClass);
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out->writeSByte(t->allowedClasses);
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out->writeSByte(t->requiredHands);
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out->writeSByte(t->dmgNumDiceS);
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out->writeSByte(t->dmgNumPipsS);
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out->writeSByte(t->dmgIncS);
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out->writeSByte(t->dmgNumDiceL);
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out->writeSByte(t->dmgNumPipsL);
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out->writeSByte(t->dmgIncL);
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out->writeByte(t->unk1);
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out->writeUint16BE(t->extraProperties);
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}
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for (int i = 0; i < 18; 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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for (int ii = 0; ii < 1024; ii++)
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out->writeByte(l->flags[ii] & 0xFF);
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EoBMonsterInPlay *lm = (EoBMonsterInPlay *)_lvlTempData[i]->monsters;
|
|
EoBFlyingObject *lf = (EoBFlyingObject *)_lvlTempData[i]->flyingObjects;
|
|
WallOfForce *lw = (WallOfForce *)_lvlTempData[i]->wallsOfForce;
|
|
|
|
for (int ii = 0; ii < 30; ii++) {
|
|
EoBMonsterInPlay *m = &lm[ii];
|
|
out->writeByte(m->type);
|
|
out->writeByte(m->unit);
|
|
out->writeUint16BE(m->block);
|
|
out->writeByte(m->pos);
|
|
out->writeSByte(m->dir);
|
|
out->writeByte(m->animStep);
|
|
out->writeByte(m->shpIndex);
|
|
out->writeSByte(m->mode);
|
|
out->writeSByte(m->f_9);
|
|
out->writeSByte(m->curAttackFrame);
|
|
out->writeSByte(m->spellStatusLeft);
|
|
out->writeSint16BE(m->hitPointsMax);
|
|
out->writeSint16BE(m->hitPointsCur);
|
|
out->writeUint16BE(m->dest);
|
|
out->writeUint16BE(m->randItem);
|
|
out->writeUint16BE(m->fixedItem);
|
|
out->writeByte(m->flags);
|
|
out->writeByte(m->idleAnimState);
|
|
out->writeByte(m->curRemoteWeapon);
|
|
out->writeByte(m->numRemoteAttacks);
|
|
out->writeSByte(m->palette);
|
|
out->writeByte(m->directionChanged);
|
|
out->writeByte(m->stepsTillRemoteAttack);
|
|
out->writeByte(m->sub);
|
|
}
|
|
|
|
for (int ii = 0; ii < _numFlyingObjects; ii++) {
|
|
EoBFlyingObject *m = &lf[ii];
|
|
out->writeByte(m->enable);
|
|
out->writeByte(m->objectType);
|
|
out->writeSint16BE(m->attackerId);
|
|
out->writeSint16BE(m->item);
|
|
out->writeUint16BE(m->curBlock);
|
|
out->writeUint16BE(m->starting);
|
|
out->writeByte(m->u1);
|
|
out->writeByte(m->direction);
|
|
out->writeByte(m->distance);
|
|
out->writeSByte(m->callBackIndex);
|
|
out->writeByte(m->curPos);
|
|
out->writeByte(m->flags);
|
|
out->writeByte(m->unused);
|
|
}
|
|
|
|
for (int ii = 0; ii < 5; ii++) {
|
|
WallOfForce *w = &lw[ii];
|
|
out->writeUint16BE(w->block);
|
|
out->writeUint32BE(w->duration);
|
|
}
|
|
}
|
|
|
|
out->finalize();
|
|
|
|
// check for errors
|
|
if (out->err()) {
|
|
warning("Can't write file '%s'. (Disk full?)", fileName);
|
|
return Common::kUnknownError;
|
|
} else {
|
|
debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);
|
|
}
|
|
|
|
delete out;
|
|
|
|
_gui->notifyUpdateSaveSlotsList();
|
|
|
|
return Common::kNoError;
|
|
}
|
|
|
|
bool EoBCoreEngine::importOriginalSaveFile(int destSlot, const char *sourceFile) {
|
|
Common::Array<Common::String> origFiles;
|
|
Common::Array<int> newSlots;
|
|
|
|
if (sourceFile) {
|
|
// If a source file is specified via the console command we just check whether it exists.
|
|
if (Common::File::exists(sourceFile))
|
|
origFiles.push_back(sourceFile);
|
|
else
|
|
return false;
|
|
} else {
|
|
// Check for original save files in the game path (usually at least the "Quick Start Party" file will be present).
|
|
int numMax = (_flags.gameID == GI_EOB1) ? 1 : 6;
|
|
const char *pattern = (_flags.gameID == GI_EOB1) ? "EOBDATA.SAV" : "EOBDATA%d.SAV";
|
|
for (int i = 0; i < numMax; ++i) {
|
|
Common::String temp = Common::String::format(pattern, i);
|
|
Common::SeekableReadStream *fs = _res->createReadStream(temp);
|
|
if (fs) {
|
|
Common::String dsc;
|
|
if (_flags.gameID == GI_EOB2) {
|
|
char descStr[20];
|
|
fs->read(descStr, 20);
|
|
dsc = Common::String::format("(\"%s\")", descStr).c_str();
|
|
}
|
|
|
|
delete fs;
|
|
::GUI::MessageDialog dialog(Common::String::format(_("The following original save game file has been found in your game path:\n\n%s %s\n\nDo you wish to use this save game file with ScummVM?\n\n"), temp.c_str(), dsc.c_str()), _("Yes"), _("No"));
|
|
if (dialog.runModal())
|
|
origFiles.push_back(temp);
|
|
}
|
|
}
|
|
}
|
|
|
|
int numFilesFound = origFiles.size();
|
|
if (!numFilesFound)
|
|
return false;
|
|
|
|
_gui->updateSaveSlotsList(_targetName, true);
|
|
|
|
// Find free save slots for the original save files
|
|
if (destSlot == -1) {
|
|
int assignedSlots = 0;
|
|
for (int testSlot = 0; testSlot < 990 && assignedSlots < numFilesFound; testSlot++) {
|
|
if (Common::find(_gui->_saveSlots.begin(), _gui->_saveSlots.end(), testSlot) == _gui->_saveSlots.end()) {
|
|
newSlots.push_back(testSlot);
|
|
assignedSlots++;
|
|
}
|
|
}
|
|
|
|
// This will probably never happen, since we do have 990 save slots
|
|
if (assignedSlots != numFilesFound)
|
|
warning("%d original save files could not be converted due to missing save game slots", numFilesFound - assignedSlots);
|
|
|
|
} else {
|
|
newSlots.push_back(destSlot);
|
|
}
|
|
|
|
if (destSlot != -1) {
|
|
if (Common::find(_gui->_saveSlots.begin(), _gui->_saveSlots.end(), destSlot) != _gui->_saveSlots.end()) {
|
|
::GUI::MessageDialog dialog(Common::String::format(_("A save game file was found in the specified slot %d. Overwrite?\n\n"), destSlot), _("Yes"), _("No"));
|
|
if (!dialog.runModal())
|
|
return false;
|
|
}
|
|
}
|
|
|
|
int importedCount = 0;
|
|
for (int i = 0; i < numFilesFound; i++) {
|
|
Common::String desc = readOriginalSaveFile(origFiles[i]);
|
|
if (desc.empty()) {
|
|
warning("Unable to import original save file '%s'", origFiles[i].c_str());
|
|
} else {
|
|
// We can't make thumbnails here, since we do not want to load all the level data, monsters, etc. for each save we convert.
|
|
// Instead, we use an empty surface to avoid that createThumbnailFromScreen() makes a completely pointless thumbnail from
|
|
// whatever screen that is currently shown when this function is called.
|
|
Graphics::Surface dummy;
|
|
saveGameStateIntern(newSlots[i], desc.c_str(), &dummy);
|
|
warning("Imported original save file '%s' ('%s')", origFiles[i].c_str(), desc.c_str());
|
|
importedCount++;
|
|
}
|
|
}
|
|
|
|
_currentLevel = 0;
|
|
_currentSub = 0;
|
|
_currentBlock = 0;
|
|
_currentDirection = 0;
|
|
_itemInHand = 0;
|
|
_hasTempDataFlags = 0;
|
|
_partyEffectFlags = 0;
|
|
memset(_characters, 0, sizeof(EoBCharacter) * 6);
|
|
_inf->reset();
|
|
|
|
if (destSlot == -1 && importedCount) {
|
|
::GUI::MessageDialog dialog(Common::String::format(_("%d original save game files have been successfully imported into\nScummVM. If you want to manually import original save game files later you will\nneed to open the ScummVM debug console and use the command 'import_savefile'.\n\n"), importedCount));
|
|
dialog.runModal();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
Common::String EoBCoreEngine::readOriginalSaveFile(Common::String &file) {
|
|
Common::String desc;
|
|
|
|
Common::SeekableReadStream *fs = _res->createReadStream(file);
|
|
if (!fs)
|
|
return desc;
|
|
|
|
Common::SeekableSubReadStreamEndian in(fs, 0, fs->size(), _flags.platform == Common::kPlatformAmiga, DisposeAfterUse::YES);
|
|
|
|
if (_flags.gameID == GI_EOB1) {
|
|
// Nothing to read here for EOB 1. Original EOB 1 has
|
|
// only one save slot without save file description.
|
|
desc = "<IMPORTED GAME>";
|
|
} else {
|
|
char tempStr[20];
|
|
in.read(tempStr, 20);
|
|
desc = tempStr;
|
|
}
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
EoBCharacter *c = &_characters[i];
|
|
c->id = in.readByte();
|
|
c->flags = in.readByte();
|
|
in.read(c->name, 11);
|
|
c->strengthCur = in.readSByte();
|
|
c->strengthMax = in.readSByte();
|
|
c->strengthExtCur = in.readSByte();
|
|
c->strengthExtMax = in.readSByte();
|
|
c->intelligenceCur = in.readSByte();
|
|
c->intelligenceMax = in.readSByte();
|
|
c->wisdomCur = in.readSByte();
|
|
c->wisdomMax = in.readSByte();
|
|
c->dexterityCur = in.readSByte();
|
|
c->dexterityMax = in.readSByte();
|
|
c->constitutionCur = in.readSByte();
|
|
c->constitutionMax = in.readSByte();
|
|
c->charismaCur = in.readSByte();
|
|
c->charismaMax = in.readSByte();
|
|
c->hitPointsCur = (_flags.gameID == GI_EOB1) ? in.readSByte() : in.readSint16();
|
|
c->hitPointsMax = (_flags.gameID == GI_EOB1) ? in.readSByte() : in.readSint16();
|
|
c->armorClass = in.readSByte();
|
|
c->disabledSlots = in.readByte();
|
|
c->raceSex = in.readByte();
|
|
c->cClass = in.readByte();
|
|
c->alignment = in.readByte();
|
|
c->portrait = in.readSByte();
|
|
c->food = in.readByte();
|
|
in.read(c->level, 3);
|
|
for (int ii = 0; ii < 3; ii++)
|
|
c->experience[ii] = in.readUint32();
|
|
in.skip(4);
|
|
delete[] c->faceShape;
|
|
c->faceShape = 0;
|
|
in.read(c->mageSpells, (_flags.gameID == GI_EOB1) ? 30 : 80);
|
|
in.read(c->clericSpells, (_flags.gameID == GI_EOB1) ? 30 : 80);
|
|
c->mageSpellsAvailableFlags = in.readUint32();
|
|
for (int ii = 0; ii < 27; ii++)
|
|
c->inventory[ii] = in.readSint16();
|
|
uint32 ct = _system->getMillis();
|
|
for (int ii = 0; ii < 10; ii++) {
|
|
c->timers[ii] = in.readUint32() * _tickLength;
|
|
if (c->timers[ii])
|
|
c->timers[ii] += ct;
|
|
}
|
|
in.read(c->events, 10);
|
|
in.read(c->effectsRemainder, 4);
|
|
c->effectFlags = in.readUint32();
|
|
if (c->effectFlags && _flags.gameID == GI_EOB1) {
|
|
// Spell effect flags are completely different in EOB I. We only use EOB II style flags in ScummVM.
|
|
// Doesn't matter much, since these are the temporary spell effects only anyway.
|
|
warning("EoBCoreEngine::readOriginalSaveFile(): Unhandled character effect flags encountered in original EOB1 save file '%s' ('%s')", file.c_str(), desc.c_str());
|
|
c->effectFlags = 0;
|
|
}
|
|
c->damageTaken = in.readByte();
|
|
in.read(c->slotStatus, 5);
|
|
in.skip(6);
|
|
}
|
|
|
|
setupCharacterTimers();
|
|
|
|
_currentLevel = in.readUint16();
|
|
_currentSub = (_flags.gameID == GI_EOB1) ? 0 : in.readSint16();
|
|
_currentBlock = in.readUint16();
|
|
_currentDirection = in.readUint16();
|
|
_itemInHand = in.readSint16();
|
|
_hasTempDataFlags = (_flags.gameID == GI_EOB1) ? in.readUint16() : in.readUint32();
|
|
_partyEffectFlags = (_flags.gameID == GI_EOB1) ? in.readUint16() : in.readUint32();
|
|
if (_partyEffectFlags && _flags.gameID == GI_EOB1) {
|
|
// Spell effect flags are completely different in EOB I. We only use EOB II style flags in ScummVM.
|
|
// Doesn't matter much, since these are the temporary spell effects only anyway.
|
|
warning("EoBCoreEngine::readOriginalSaveFile(): Unhandled party effect flags encountered in original EOB1 save file '%s' ('%s')", file.c_str(), desc.c_str());
|
|
_partyEffectFlags = 0;
|
|
}
|
|
if (_flags.gameID == GI_EOB2)
|
|
in.skip(1);
|
|
|
|
_inf->loadState(in, true);
|
|
|
|
int numItems = (_flags.gameID == GI_EOB1) ? 500 : 600;
|
|
for (int i = 0; i < numItems; i++) {
|
|
EoBItem *t = &_items[i];
|
|
t->nameUnid = in.readByte();
|
|
t->nameId = in.readByte();
|
|
t->flags = in.readByte();
|
|
t->icon = in.readSByte();
|
|
t->type = in.readSByte();
|
|
t->pos = in.readSByte();
|
|
t->block = in.readSint16();
|
|
t->next = in.readSint16();
|
|
t->prev = in.readSint16();
|
|
t->level = in.readByte();
|
|
t->value = in.readSByte();
|
|
}
|
|
|
|
int numParts = (_flags.gameID == GI_EOB1) ? 12 : 17;
|
|
int partSize = (_flags.gameID == GI_EOB1) ? 2040 : 2130;
|
|
uint32 nextPart = in.pos();
|
|
uint8 *cmpData = new uint8[1200];
|
|
|
|
for (int i = 0; i < numParts; i++) {
|
|
in.seek(nextPart);
|
|
nextPart += partSize;
|
|
|
|
if (!(_hasTempDataFlags & (1 << i)))
|
|
continue;
|
|
|
|
if (_lvlTempData[i]) {
|
|
delete[] _lvlTempData[i]->wallsXorData;
|
|
delete[] _lvlTempData[i]->flags;
|
|
releaseMonsterTempData(_lvlTempData[i]);
|
|
releaseFlyingObjectTempData(_lvlTempData[i]);
|
|
releaseWallOfForceTempData(_lvlTempData[i]);
|
|
delete _lvlTempData[i];
|
|
}
|
|
|
|
_lvlTempData[i] = new LevelTempData;
|
|
LevelTempData *l = _lvlTempData[i];
|
|
l->wallsXorData = new uint8[4096];
|
|
l->flags = new uint16[1024];
|
|
memset(l->flags, 0, 1024 * sizeof(uint16));
|
|
EoBMonsterInPlay *lm = new EoBMonsterInPlay[30];
|
|
l->monsters = lm;
|
|
EoBFlyingObject *lf = new EoBFlyingObject[_numFlyingObjects];
|
|
memset(lf, 0, _numFlyingObjects * sizeof(EoBFlyingObject));
|
|
l->flyingObjects = lf;
|
|
WallOfForce *lw = new WallOfForce[5];
|
|
memset(lw, 0, 5 * sizeof(WallOfForce));
|
|
l->wallsOfForce = lw;
|
|
|
|
in.read(cmpData, 1200);
|
|
_screen->decodeFrame4(cmpData, l->wallsXorData, 4096);
|
|
_curBlockFile = getBlockFileName(i + 1, 0);
|
|
const uint8 *p = getBlockFileData();
|
|
uint16 len = READ_LE_UINT16(p + 4);
|
|
p += 6;
|
|
|
|
uint8 *d = l->wallsXorData;
|
|
for (int ii = 0; ii < 1024; ii++) {
|
|
for (int iii = 0; iii < 4; iii++)
|
|
*d++ ^= p[ii * len + iii];
|
|
}
|
|
|
|
for (int ii = 0; ii < 30; ii++) {
|
|
EoBMonsterInPlay *m = &lm[ii];
|
|
m->type = in.readByte();
|
|
m->unit = in.readByte();
|
|
m->block = in.readUint16();
|
|
m->pos = in.readByte();
|
|
m->dir = in.readSByte();
|
|
m->animStep = in.readByte();
|
|
m->shpIndex = in.readByte();
|
|
m->mode = in.readSByte();
|
|
m->f_9 = in.readSByte();
|
|
m->curAttackFrame = in.readSByte();
|
|
m->spellStatusLeft = in.readSByte();
|
|
m->hitPointsMax = in.readSint16();
|
|
m->hitPointsCur = in.readSint16();
|
|
m->dest = in.readUint16();
|
|
m->randItem = in.readUint16();
|
|
m->fixedItem = in.readUint16();
|
|
m->flags = in.readByte();
|
|
m->idleAnimState = in.readByte();
|
|
|
|
if (_flags.gameID == GI_EOB1)
|
|
m->stepsTillRemoteAttack = in.readByte();
|
|
else
|
|
m->curRemoteWeapon = in.readByte();
|
|
|
|
m->numRemoteAttacks = in.readByte();
|
|
m->palette = in.readSByte();
|
|
|
|
if (_flags.gameID == GI_EOB1) {
|
|
in.skip(1);
|
|
} else {
|
|
m->directionChanged = in.readByte();
|
|
m->stepsTillRemoteAttack = in.readByte();
|
|
m->sub = in.readByte();
|
|
}
|
|
|
|
_levelBlockProperties[m->block].flags++;
|
|
}
|
|
|
|
if (_flags.gameID == GI_EOB1)
|
|
continue;
|
|
|
|
for (int ii = 0; ii < 5; ii++) {
|
|
WallOfForce *w = &lw[ii];
|
|
w->block = in.readUint16();
|
|
w->duration = in.readUint32() * _tickLength;
|
|
}
|
|
}
|
|
|
|
delete[] cmpData;
|
|
|
|
restoreBlockTempData(_currentLevel);
|
|
|
|
in.skip(3);
|
|
|
|
delete[] _itemTypes;
|
|
_itemTypes = new EoBItemType[65];
|
|
memset(_itemTypes, 0, sizeof(EoBItemType) * 65);
|
|
|
|
for (int i = 51; i < 57; i++) {
|
|
EoBItemType *t = &_itemTypes[i];
|
|
t->invFlags = in.readUint16();
|
|
t->handFlags = in.readUint16();
|
|
t->armorClass = in.readSByte();
|
|
t->allowedClasses = in.readSByte();
|
|
t->requiredHands = in.readSByte();
|
|
t->dmgNumDiceS = in.readSByte();
|
|
t->dmgNumPipsS = in.readSByte();
|
|
t->dmgIncS = in.readSByte();
|
|
t->dmgNumDiceL = in.readSByte();
|
|
t->dmgNumPipsL = in.readSByte();
|
|
t->dmgIncL = in.readSByte();
|
|
t->unk1 = in.readByte();
|
|
t->extraProperties = in.readUint16();
|
|
}
|
|
|
|
return in.err() ? Common::String() : desc;
|
|
}
|
|
|
|
static uint32 encodeFrame4(const uint8 *src, uint8 *dst, uint32 insize) {
|
|
const uint8 *end = src + insize;
|
|
|
|
bool updateCounter = true;
|
|
const uint8 *in = src;
|
|
|
|
uint8 *out = dst;
|
|
uint8 *cntPtr = dst;
|
|
|
|
*dst++ = 0x81;
|
|
*dst++ = *src++;
|
|
|
|
while (src < end) {
|
|
const uint8 *src2 = in;
|
|
const uint8 *src3 = 0;
|
|
uint16 len = 1;
|
|
|
|
for (bool loop = true; loop; ) {
|
|
uint16 count = 0;
|
|
uint16 scansize = end - src - 1;
|
|
if (scansize > 64) {
|
|
if (src[0] == src[64]) {
|
|
for (uint16 i = 0; i < scansize && src[0] == src[i]; ++i)
|
|
count++;
|
|
if (count > 64) {
|
|
updateCounter = false;
|
|
*dst++ = 0xFE;
|
|
WRITE_LE_UINT16(dst, count);
|
|
dst += 2;
|
|
*dst++ = src[0];
|
|
src += count;
|
|
loop = true;
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
const uint8 *tmp = src2;
|
|
|
|
do {
|
|
count = src - tmp;
|
|
loop = false;
|
|
if (count == 0)
|
|
break;
|
|
|
|
while (count--) {
|
|
if (*src == *tmp++) {
|
|
loop = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!loop)
|
|
break;
|
|
} while (*(src + len - 1) != *(tmp + len - 2));
|
|
|
|
if (!loop)
|
|
break;
|
|
|
|
src2 = tmp--;
|
|
const uint8 *tsrc = src;
|
|
count = end - src;
|
|
bool nmatch = false;
|
|
|
|
while (count--) {
|
|
if (*tsrc++ != *tmp++) {
|
|
nmatch = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!nmatch)
|
|
tmp++;
|
|
|
|
count = tmp - src2;
|
|
if (count >= len) {
|
|
len = count;
|
|
src3 = src2 - 1;
|
|
}
|
|
}
|
|
|
|
if (len <= 2) {
|
|
for (bool forceLoop = !updateCounter; forceLoop || *cntPtr == 0xBF; forceLoop = false) {
|
|
cntPtr = dst;
|
|
*dst++ = 0x80;
|
|
}
|
|
(*cntPtr)++;
|
|
*dst++ = *src++;
|
|
updateCounter = true;
|
|
continue;
|
|
|
|
} else if (len > 10 || (src - src3) > 4095) {
|
|
if (len <= 64) {
|
|
*dst++ = (len - 3) | 0xC0;
|
|
} else {
|
|
*dst++ = 0xFF;
|
|
WRITE_LE_UINT16(dst, len);
|
|
dst += 2;
|
|
}
|
|
WRITE_LE_UINT16(dst, src3 - in);
|
|
} else {
|
|
WRITE_BE_UINT16(dst, (src - src3) + ((len - 3) << 12));
|
|
}
|
|
|
|
dst += 2;
|
|
src += len;
|
|
updateCounter = false;
|
|
}
|
|
|
|
*dst++ = 0x80;
|
|
|
|
return dst - out;
|
|
}
|
|
|
|
bool EoBCoreEngine::saveAsOriginalSaveFile(int slot) {
|
|
if (_flags.gameID == GI_EOB2 && (slot < 0 || slot > 5))
|
|
return false;
|
|
|
|
Common::String dir = ConfMan.get("savepath");
|
|
if (dir == "None")
|
|
dir.clear();
|
|
|
|
Common::FSNode nd(dir);
|
|
if (!nd.isDirectory())
|
|
return false;
|
|
|
|
Common::FSNode nf = nd.getChild(_flags.gameID == GI_EOB1 ? "EOBDATA.SAV" : Common::String::format("EOBDATA%d.SAV", slot));
|
|
Common::WriteStream *out = nf.createWriteStream();
|
|
|
|
if (_flags.gameID == GI_EOB2) {
|
|
static const char tempStr[20] = "SCUMMVM EXPORT ";
|
|
out->write(tempStr, 20);
|
|
}
|
|
|
|
completeDoorOperations();
|
|
generateTempData();
|
|
advanceTimers(_restPartyElapsedTime);
|
|
_restPartyElapsedTime = 0;
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
timerSpecialCharacterUpdate(0x30 + i);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
EoBCharacter *c = &_characters[i];
|
|
out->writeByte(c->id);
|
|
out->writeByte(c->flags);
|
|
out->write(c->name, 11);
|
|
out->writeSByte(c->strengthCur);
|
|
out->writeSByte(c->strengthMax);
|
|
out->writeSByte(c->strengthExtCur);
|
|
out->writeSByte(c->strengthExtMax);
|
|
out->writeSByte(c->intelligenceCur);
|
|
out->writeSByte(c->intelligenceMax);
|
|
out->writeSByte(c->wisdomCur);
|
|
out->writeSByte(c->wisdomMax);
|
|
out->writeSByte(c->dexterityCur);
|
|
out->writeSByte(c->dexterityMax);
|
|
out->writeSByte(c->constitutionCur);
|
|
out->writeSByte(c->constitutionMax);
|
|
out->writeSByte(c->charismaCur);
|
|
out->writeSByte(c->charismaMax);
|
|
if (_flags.gameID == GI_EOB1) {
|
|
out->writeSByte(c->hitPointsCur);
|
|
out->writeSByte(c->hitPointsMax);
|
|
} else {
|
|
out->writeSint16LE(c->hitPointsCur);
|
|
out->writeSint16LE(c->hitPointsMax);
|
|
}
|
|
out->writeSByte(c->armorClass);
|
|
out->writeByte(c->disabledSlots);
|
|
out->writeByte(c->raceSex);
|
|
out->writeByte(c->cClass);
|
|
out->writeByte(c->alignment);
|
|
out->writeSByte(c->portrait);
|
|
out->writeByte(c->food);
|
|
out->write(c->level, 3);
|
|
for (int ii = 0; ii < 3; ii++)
|
|
out->writeUint32LE(c->experience[ii]);
|
|
out->writeUint32LE(0);
|
|
out->write(c->mageSpells, (_flags.gameID == GI_EOB1) ? 30 : 80);
|
|
out->write(c->clericSpells, (_flags.gameID == GI_EOB1) ? 30 : 80);
|
|
out->writeUint32LE(c->mageSpellsAvailableFlags);
|
|
for (int ii = 0; ii < 27; ii++)
|
|
out->writeSint16LE(c->inventory[ii]);
|
|
uint32 ct = _system->getMillis();
|
|
for (int ii = 0; ii < 10; ii++)
|
|
out->writeUint32LE((c->timers[ii] && c->timers[ii] > ct) ? (c->timers[ii] - ct) / _tickLength : 0);
|
|
out->write(c->events, 10);
|
|
out->write(c->effectsRemainder, 4);
|
|
|
|
if (c->effectFlags && _flags.gameID == GI_EOB1) {
|
|
// Spell effect flags are completely different in original EOB I. We only use EOB II style flags in ScummVM.
|
|
// This doesn't matter much here, since these flags only apply to the temporary spell effects (things like prayer, haste, etc.) anyway.
|
|
warning("EoBCoreEngine::saveAsOriginalFile(): Character effect flags lost while exporting original EOB1 save file");
|
|
out->writeUint32LE(0);
|
|
} else {
|
|
out->writeUint32LE(c->effectFlags);
|
|
}
|
|
out->writeByte(c->damageTaken);
|
|
out->write(c->slotStatus, 5);
|
|
for (int ii = 0; ii < 6; ii++)
|
|
out->writeByte(0);
|
|
}
|
|
|
|
out->writeUint16LE(_currentLevel);
|
|
if (_flags.gameID == GI_EOB2)
|
|
out->writeSint16LE(_currentSub);
|
|
out->writeUint16LE(_currentBlock);
|
|
out->writeUint16LE(_currentDirection);
|
|
out->writeSint16LE(_itemInHand);
|
|
if (_flags.gameID == GI_EOB1) {
|
|
out->writeUint16LE(_hasTempDataFlags);
|
|
out->writeUint16LE(0);
|
|
if (_partyEffectFlags)
|
|
// Spell effect flags are completely different in original EOB I. We only use EOB II style flags in ScummVM.
|
|
// This doesn't matter much here, since these flags only apply to the temporary spell effects (things like prayer, haste, etc.) anyway.
|
|
warning("EoBCoreEngine::saveAsOriginalFile(): Party effect flags lost while exporting original EOB1 save file");
|
|
} else {
|
|
out->writeUint32LE(_hasTempDataFlags);
|
|
out->writeUint32LE(_partyEffectFlags);
|
|
}
|
|
if (_flags.gameID == GI_EOB2)
|
|
out->writeByte(0);
|
|
_inf->saveState(out, true);
|
|
|
|
int numItems = (_flags.gameID == GI_EOB1) ? 500 : 600;
|
|
for (int i = 0; i < numItems; i++) {
|
|
EoBItem *t = &_items[i];
|
|
out->writeByte(t->nameUnid);
|
|
out->writeByte(t->nameId);
|
|
out->writeByte(t->flags);
|
|
out->writeSByte(t->icon);
|
|
out->writeSByte(t->type);
|
|
out->writeSByte(t->pos);
|
|
out->writeSint16LE(t->block);
|
|
out->writeSint16LE(t->next);
|
|
out->writeSint16LE(t->prev);
|
|
out->writeByte(t->level);
|
|
out->writeSByte(t->value);
|
|
}
|
|
|
|
int numParts = (_flags.gameID == GI_EOB1) ? 12 : 17;
|
|
int partSize = (_flags.gameID == GI_EOB1) ? 2040 : 2130;
|
|
uint8 *tempData = new uint8[4096];
|
|
uint8 *cmpData = new uint8[1200];
|
|
|
|
for (int i = 0; i < numParts; i++) {
|
|
LevelTempData *l = _lvlTempData[i];
|
|
memset(tempData, 0, 4096);
|
|
memset(cmpData, 0, 1200);
|
|
|
|
if (!l || !(_hasTempDataFlags & (1 << i))) {
|
|
out->write(tempData, partSize);
|
|
continue;
|
|
}
|
|
|
|
_curBlockFile = getBlockFileName(i + 1, 0);
|
|
const uint8 *p = getBlockFileData();
|
|
uint16 len = READ_LE_UINT16(p + 4);
|
|
p += 6;
|
|
|
|
uint8 *d = tempData;
|
|
for (int ii = 0; ii < 1024; ii++) {
|
|
for (int iii = 0; iii < 4; iii++)
|
|
*d++ = l->wallsXorData[ii * len + iii] ^ p[ii * len + iii];
|
|
}
|
|
|
|
uint32 outsize = encodeFrame4(tempData, cmpData, 4096);
|
|
if (outsize > 1200)
|
|
error("Map compression failure: size of map = %d", outsize);
|
|
|
|
out->write(cmpData, 1200);
|
|
|
|
for (int ii = 0; ii < 30; ii++) {
|
|
EoBMonsterInPlay *m = &((EoBMonsterInPlay*)l->monsters)[ii];
|
|
out->writeByte(m->type);
|
|
out->writeByte(m->unit);
|
|
out->writeUint16LE(m->block);
|
|
out->writeByte(m->pos);
|
|
out->writeSByte(m->dir);
|
|
out->writeByte(m->animStep);
|
|
out->writeByte(m->shpIndex);
|
|
out->writeSByte(m->mode);
|
|
out->writeSByte(m->f_9);
|
|
out->writeSByte(m->curAttackFrame);
|
|
out->writeSByte(m->spellStatusLeft);
|
|
out->writeSint16LE(m->hitPointsMax);
|
|
out->writeSint16LE(m->hitPointsCur);
|
|
out->writeUint16LE(m->dest);
|
|
out->writeUint16LE(m->randItem);
|
|
out->writeUint16LE(m->fixedItem);
|
|
out->writeByte(m->flags);
|
|
out->writeByte(m->idleAnimState);
|
|
|
|
if (_flags.gameID == GI_EOB1)
|
|
out->writeByte(m->stepsTillRemoteAttack);
|
|
else
|
|
out->writeByte(m->curRemoteWeapon);
|
|
|
|
out->writeByte(m->numRemoteAttacks);
|
|
out->writeSByte(m->palette);
|
|
|
|
if (_flags.gameID == GI_EOB1) {
|
|
out->writeByte(0);
|
|
} else {
|
|
out->writeByte(m->directionChanged);
|
|
out->writeByte(m->stepsTillRemoteAttack);
|
|
out->writeByte(m->sub);
|
|
}
|
|
}
|
|
|
|
if (_flags.gameID == GI_EOB1)
|
|
continue;
|
|
|
|
for (int ii = 0; ii < 5; ii++) {
|
|
WallOfForce *w= &((WallOfForce*)l->wallsOfForce)[ii];
|
|
out->writeUint16LE(w->block);
|
|
out->writeUint32LE(w->duration / _tickLength);
|
|
}
|
|
}
|
|
|
|
delete[] cmpData;
|
|
delete[] tempData;
|
|
|
|
out->writeByte(_configMusic ? 1 : 0);
|
|
out->writeByte(_configMusic ? 1 : 0);
|
|
out->writeByte(_configHpBarGraphs ? 1 : 0);
|
|
|
|
for (int i = 51; i < 57; i++) {
|
|
EoBItemType *t = &_itemTypes[i];
|
|
out->writeUint16LE(t->invFlags);
|
|
out->writeUint16LE(t->handFlags);
|
|
out->writeSByte(t->armorClass);
|
|
out->writeSByte(t->allowedClasses);
|
|
out->writeSByte(t->requiredHands);
|
|
out->writeSByte(t->dmgNumDiceS);
|
|
out->writeSByte(t->dmgNumPipsS);
|
|
out->writeSByte(t->dmgIncS);
|
|
out->writeSByte(t->dmgNumDiceL);
|
|
out->writeSByte(t->dmgNumPipsL);
|
|
out->writeSByte(t->dmgIncL);
|
|
out->writeByte(t->unk1);
|
|
out->writeUint16LE(t->extraProperties);
|
|
}
|
|
|
|
out->finalize();
|
|
delete out;
|
|
|
|
return true;
|
|
}
|
|
|
|
void *EoBCoreEngine::generateMonsterTempData(LevelTempData *tmp) {
|
|
EoBMonsterInPlay *m = new EoBMonsterInPlay[30];
|
|
memcpy(m, _monsters, sizeof(EoBMonsterInPlay) * 30);
|
|
return m;
|
|
}
|
|
|
|
void EoBCoreEngine::restoreMonsterTempData(LevelTempData *tmp) {
|
|
memcpy(_monsters, tmp->monsters, sizeof(EoBMonsterInPlay) * 30);
|
|
}
|
|
|
|
void EoBCoreEngine::releaseMonsterTempData(LevelTempData *tmp) {
|
|
EoBMonsterInPlay *p = (EoBMonsterInPlay *)tmp->monsters;
|
|
delete[] p;
|
|
}
|
|
|
|
void *EoBCoreEngine::generateWallOfForceTempData(LevelTempData *tmp) {
|
|
WallOfForce *w = new WallOfForce[5];
|
|
memcpy(w, _wallsOfForce, sizeof(WallOfForce) * 5);
|
|
uint32 ct = _system->getMillis();
|
|
for (int i = 0; i < 5; i++)
|
|
w[i].duration = (w[i].duration > ct) ? w[i].duration - ct : _tickLength;
|
|
return w;
|
|
}
|
|
|
|
void EoBCoreEngine::restoreWallOfForceTempData(LevelTempData *tmp) {
|
|
memcpy(_wallsOfForce, tmp->wallsOfForce, sizeof(WallOfForce) * 5);
|
|
uint32 ct = _system->getMillis();
|
|
for (int i = 0; i < 5; i++)
|
|
_wallsOfForce[i].duration += ct;
|
|
}
|
|
|
|
void EoBCoreEngine::releaseWallOfForceTempData(LevelTempData *tmp) {
|
|
WallOfForce *p = (WallOfForce *)tmp->wallsOfForce;
|
|
delete[] p;
|
|
}
|
|
|
|
} // End of namespace Kyra
|
|
|
|
#endif // ENABLE_EOB
|