scummvm/engines/kyra/saveload_lol.cpp
Florian Kagerer 4c9f323199 LOL: cleanup last commit
svn-id: r47354
2010-01-18 07:21:54 +00:00

481 lines
14 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifdef ENABLE_LOL
#include "kyra/lol.h"
#include "kyra/screen_lol.h"
#include "kyra/resource.h"
#include "common/endian.h"
#include "common/savefile.h"
#include "common/system.h"
#include "graphics/scaler.h"
namespace Kyra {
Common::Error LoLEngine::loadGameState(int slot) {
const uint16 *cdf[] = { _charDefsMan, _charDefsWoman, _charDefsKieran, _charDefsMan, _charDefsAkshel };
const char *fileName = getSavegameFilename(slot);
SaveHeader header;
Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
if (!saveFile) {
_txt->printMessage(2, "%s", getLangString(0x425d));
return Common::kNoError;
}
_screen->fadeClearSceneWindow(10);
completeDoorOperations();
_screen->fillRect(112, 0, 287, 119, 0, 0);
_screen->updateScreen();
Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);
for (int i = 0; i < 4; i++) {
LoLCharacter *c = &_characters[i];
c->flags = in.readUint16BE();
in.read(c->name, 11);
c->raceClassSex = in.readByte();
c->id = in.readSint16BE();
c->curFaceFrame = in.readByte();
c->tempFaceFrame = in.readByte();
c->screamSfx = in.readByte();
for (int ii = 0; ii < 8; ii++)
c->itemsMight[ii] = in.readUint16BE();
for (int ii = 0; ii < 8; ii++)
c->protectionAgainstItems[ii] = in.readUint16BE();
c->itemProtection = in.readUint16BE();
c->hitPointsCur = in.readSint16BE();
c->hitPointsMax = in.readUint16BE();
c->magicPointsCur = in.readSint16BE();
c->magicPointsMax = in.readUint16BE();
c->field_41 = in.readByte();
c->damageSuffered = in.readUint16BE();
c->weaponHit = in.readUint16BE();
c->totalMightModifier = in.readUint16BE();
c->totalProtectionModifier = in.readUint16BE();
c->might = in.readUint16BE();
c->protection = in.readUint16BE();
c->nextAnimUpdateCountdown = in.readSint16BE();
for (int ii = 0; ii < 11; ii++)
c->items[ii] = in.readUint16BE();
for (int ii = 0; ii < 3; ii++)
c->skillLevels[ii] = in.readByte();
for (int ii = 0; ii < 3; ii++)
c->skillModifiers[ii] = in.readSByte();
for (int ii = 0; ii < 3; ii++)
c->experiencePts[ii] = in.readUint32BE();
for (int ii = 0; ii < 5; ii++)
c->characterUpdateEvents[ii] = in.readByte();
for (int ii = 0; ii < 5; ii++)
c->characterUpdateDelay[ii] = in.readByte();
if (c->flags & 1) {
loadCharFaceShapes(i, c->id);
c->defaultModifiers = cdf[c->raceClassSex];
}
}
in.read(_wllBuffer4, 80);
_currentBlock = in.readUint16BE();
_partyPosX = in.readUint16BE();
_partyPosY = in.readUint16BE();
_updateFlags = in.readUint16BE();
_scriptDirection = in.readByte();
_selectedSpell = in.readByte();
_sceneDefaultUpdate = in.readByte();
_compassBroken = in.readByte();
_drainMagic = in.readByte();
_currentDirection = in.readUint16BE();
_compassDirection = in.readUint16BE();
_selectedCharacter = in.readSByte();
_currentLevel = in.readByte();
for (int i = 0; i < 48; i++)
_inventory[i] = in.readUint16BE();
_inventoryCurItem = in.readSint16BE();
_itemInHand = in.readSint16BE();
_lastMouseRegion = in.readSint16BE();
if (header.version <= 15) {
uint16 flags[40];
memset(flags, 0, sizeof(flags));
if (header.version == 14) {
for (int i = 0; i < 16; i++)
flags[i] = in.readUint16BE();
flags[26] = in.readUint16BE();
flags[36] = in.readUint16BE();
} else if (header.version == 15) {
for (int i = 0; i < 40; i++)
flags[i] = in.readUint16BE();
}
memset(_flagsTable, 0, sizeof(_flagsTable));
for (uint i = 0; i < ARRAYSIZE(flags); ++i) {
for (uint k = 0; k < 16; ++k) {
if (flags[i] & (1 << k))
setGameFlag(((i << 4) & 0xFFF0) | (k & 0x000F));
}
}
} else {
uint32 flagsSize = in.readUint32BE();
assert(flagsSize <= sizeof(_flagsTable));
in.read(_flagsTable, flagsSize);
}
for (int i = 0; i < 24; i++)
_globalScriptVars[i] = in.readUint16BE();
_brightness = in.readByte();
_lampOilStatus = in.readByte();
_lampEffect = in.readSByte();
_credits = in.readUint16BE();
for (int i = 0; i < 8; i++)
_globalScriptVars2[i] = in.readUint16BE();
in.read(_availableSpells, 7);
_hasTempDataFlags = in.readUint32BE();
for (int i = 0; i < 400; i++) {
ItemInPlay *t = &_itemsInPlay[i];
t->nextAssignedObject = in.readUint16BE();
t->nextDrawObject = in.readUint16BE();
t->flyingHeight = in.readByte();
t->block = in.readUint16BE();
t->x = in.readUint16BE();
t->y = in.readUint16BE();
t->level = in.readSByte();
t->itemPropertyIndex = in.readUint16BE();
t->shpCurFrame_flg = in.readUint16BE();
t->destDirection = in.readByte();
t->hitOffsX = in.readSByte();
t->hitOffsY = in.readSByte();
t->currentSubFrame = in.readByte();
}
for (int i = 0; i < 1024; i++) {
LevelBlockProperty *l = &_levelBlockProperties[i];
l->assignedObjects = l->drawObjects = 0;
l->direction = 5;
}
for (int i = 0; i < 29; i++) {
if (!(_hasTempDataFlags & (1 << i)))
continue;
if (_lvlTempData[i]) {
delete[] _lvlTempData[i]->wallsXorData;
delete[] _lvlTempData[i]->flags;
delete[] _lvlTempData[i]->monsters;
delete[] _lvlTempData[i]->flyingObjects;
delete _lvlTempData[i];
}
_lvlTempData[i] = new LevelTempData;
_lvlTempData[i]->wallsXorData = new uint8[4096];
_lvlTempData[i]->flags = new uint8[1024];
_lvlTempData[i]->monsters = new MonsterInPlay[30];
_lvlTempData[i]->flyingObjects = new FlyingObject[8];
LevelTempData *l = _lvlTempData[i];
in.read(l->wallsXorData, 4096);
in.read(l->flags, 1024);
for (int ii = 0; ii < 30; ii++) {
MonsterInPlay *m = &l->monsters[ii];
m->nextAssignedObject = in.readUint16BE();
m->nextDrawObject = in.readUint16BE();
m->flyingHeight = in.readByte();
m->block = in.readUint16BE();
m->x = in.readUint16BE();
m->y = in.readUint16BE();
m->shiftStep = in.readSByte();
m->destX = in.readUint16BE();
m->destY = in.readUint16BE();
m->destDirection = in.readByte();
m->hitOffsX = in.readSByte();
m->hitOffsY = in.readSByte();
m->currentSubFrame = in.readByte();
m->mode = in.readByte();
m->fightCurTick = in.readSByte();
m->id = in.readByte();
m->direction = in.readByte();
m->facing = in.readByte();
m->flags = in.readUint16BE();
m->damageReceived = in.readUint16BE();
m->hitPoints = in.readSint16BE();
m->speedTick = in.readByte();
m->type = in.readByte();
m->numDistAttacks = in.readByte();
m->curDistWeapon = in.readByte();
m->distAttackTick = in.readSByte();
m->assignedItems = in.readUint16BE();
m->properties = &_monsterProperties[m->type];
in.read(m->equipmentShapes, 4);
}
for (int ii = 0; ii < 8; ii++) {
FlyingObject *m = &l->flyingObjects[ii];
m->enable = in.readByte();
m->objectType = in.readByte();
m->attackerId = in.readUint16BE();
m->item = in.readUint16BE();
m->x = in.readUint16BE();
m->y = in.readUint16BE();
m->flyingHeight = in.readByte();
m->direction = in.readByte();
m->distance = in.readByte();
m->field_D = in.readSByte();
m->c = in.readByte();
m->flags = in.readByte();
m->wallFlags = in.readByte();
}
l->monsterDifficulty = in.readByte();
}
calcCharPortraitXpos();
memset(_moneyColumnHeight, 0, sizeof(_moneyColumnHeight));
int t = _credits;
_credits = 0;
giveCredits(t, 0);
setHandItem(_itemInHand);
loadLevel(_currentLevel);
gui_drawPlayField();
timerSpecialCharacterUpdate(0);
_flagsTable[73] |= 0x08;
while (!_screen->isMouseVisible())
_screen->showMouse();
return Common::kNoError;
}
Common::Error LoLEngine::saveGameState(int slot, const char *saveName, const Graphics::Surface *thumbnail) {
const char *fileName = getSavegameFilename(slot);
Common::OutSaveFile *out = openSaveForWriting(fileName, saveName, thumbnail);
if (!out)
return _saveFileMan->getError();
completeDoorOperations();
generateTempData();
for (int i = 0; i < 4; i++) {
LoLCharacter *c = &_characters[i];
out->writeUint16BE(c->flags);
out->write(c->name, 11);
out->writeByte(c->raceClassSex);
out->writeSint16BE(c->id);
out->writeByte(c->curFaceFrame);
out->writeByte(c->tempFaceFrame);
out->writeByte(c->screamSfx);
for (int ii = 0; ii < 8; ii++)
out->writeUint16BE(c->itemsMight[ii]);
for (int ii = 0; ii < 8; ii++)
out->writeUint16BE(c->protectionAgainstItems[ii]);
out->writeUint16BE(c->itemProtection);
out->writeSint16BE(c->hitPointsCur);
out->writeUint16BE(c->hitPointsMax);
out->writeSint16BE(c->magicPointsCur);
out->writeUint16BE(c->magicPointsMax);
out->writeByte(c->field_41);
out->writeUint16BE(c->damageSuffered);
out->writeUint16BE(c->weaponHit);
out->writeUint16BE(c->totalMightModifier);
out->writeUint16BE(c->totalProtectionModifier);
out->writeUint16BE(c->might);
out->writeUint16BE(c->protection);
out->writeSint16BE(c->nextAnimUpdateCountdown);
for (int ii = 0; ii < 11; ii++)
out->writeUint16BE(c->items[ii]);
for (int ii = 0; ii < 3; ii++)
out->writeByte(c->skillLevels[ii]);
for (int ii = 0; ii < 3; ii++)
out->writeSByte(c->skillModifiers[ii]);
for (int ii = 0; ii < 3; ii++)
out->writeUint32BE(c->experiencePts[ii]);
for (int ii = 0; ii < 5; ii++)
out->writeByte(c->characterUpdateEvents[ii]);
for (int ii = 0; ii < 5; ii++)
out->writeByte(c->characterUpdateDelay[ii]);
}
out->write(_wllBuffer4, 80);
out->writeUint16BE(_currentBlock);
out->writeUint16BE(_partyPosX);
out->writeUint16BE(_partyPosY);
out->writeUint16BE(_updateFlags);
out->writeByte(_scriptDirection);
out->writeByte(_selectedSpell);
out->writeByte(_sceneDefaultUpdate);
out->writeByte(_compassBroken);
out->writeByte(_drainMagic);
out->writeUint16BE(_currentDirection);
out->writeUint16BE(_compassDirection);
out->writeSByte(_selectedCharacter);
out->writeByte(_currentLevel);
for (int i = 0; i < 48; i++)
out->writeUint16BE(_inventory[i]);
out->writeSint16BE(_inventoryCurItem);
out->writeSint16BE(_itemInHand);
out->writeSint16BE(_lastMouseRegion);
out->writeUint32BE(ARRAYSIZE(_flagsTable));
out->write(_flagsTable, ARRAYSIZE(_flagsTable));
for (int i = 0; i < 24; i++)
out->writeUint16BE(_globalScriptVars[i]);
out->writeByte(_brightness);
out->writeByte(_lampOilStatus);
out->writeSByte(_lampEffect);
out->writeUint16BE(_credits);
for (int i = 0; i < 8; i++)
out->writeUint16BE(_globalScriptVars2[i]);
out->write(_availableSpells, 7);
out->writeUint32BE(_hasTempDataFlags);
resetItems(0);
for (int i = 0; i < 400; i++) {
ItemInPlay *t = &_itemsInPlay[i];
out->writeUint16BE(t->nextAssignedObject);
out->writeUint16BE(t->nextDrawObject);
out->writeByte(t->flyingHeight);
out->writeUint16BE(t->block);
out->writeUint16BE(t->x);
out->writeUint16BE(t->y);
out->writeSByte(t->level);
out->writeUint16BE(t->itemPropertyIndex);
out->writeUint16BE(t->shpCurFrame_flg);
out->writeByte(t->destDirection);
out->writeSByte(t->hitOffsX);
out->writeSByte(t->hitOffsY);
out->writeByte(t->currentSubFrame);
}
addLevelItems();
for (int i = 0; i < 29; i++) {
LevelTempData *l = _lvlTempData[i];
if (!l || !(_hasTempDataFlags & (1 << i)))
continue;
out->write(l->wallsXorData, 4096);
out->write(l->flags, 1024);
for (int ii = 0; ii < 30; ii++) {
MonsterInPlay *m = &l->monsters[ii];
out->writeUint16BE(m->nextAssignedObject);
out->writeUint16BE(m->nextDrawObject);
out->writeByte(m->flyingHeight);
out->writeUint16BE(m->block);
out->writeUint16BE(m->x);
out->writeUint16BE(m->y);
out->writeSByte(m->shiftStep);
out->writeUint16BE(m->destX);
out->writeUint16BE(m->destY);
out->writeByte(m->destDirection);
out->writeSByte(m->hitOffsX);
out->writeSByte(m->hitOffsY);
out->writeByte(m->currentSubFrame);
out->writeByte(m->mode);
out->writeSByte(m->fightCurTick);
out->writeByte(m->id);
out->writeByte(m->direction);
out->writeByte(m->facing);
out->writeUint16BE(m->flags);
out->writeUint16BE(m->damageReceived);
out->writeSint16BE(m->hitPoints);
out->writeByte(m->speedTick);
out->writeByte(m->type);
out->writeByte(m->numDistAttacks);
out->writeByte(m->curDistWeapon);
out->writeSByte(m->distAttackTick);
out->writeUint16BE(m->assignedItems);
out->write(m->equipmentShapes, 4);
}
for (int ii = 0; ii < 8; ii++) {
FlyingObject *m = &l->flyingObjects[ii];
out->writeByte(m->enable);
out->writeByte(m->objectType);
out->writeUint16BE(m->attackerId);
out->writeUint16BE(m->item);
out->writeUint16BE(m->x);
out->writeUint16BE(m->y);
out->writeByte(m->flyingHeight);
out->writeByte(m->direction);
out->writeByte(m->distance);
out->writeSByte(m->field_D);
out->writeByte(m->c);
out->writeByte(m->flags);
out->writeByte(m->wallFlags);
}
out->writeByte(l->monsterDifficulty);
}
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;
return Common::kNoError;
}
Graphics::Surface *LoLEngine::generateSaveThumbnail() const {
if (_flags.platform != Common::kPlatformPC98)
return 0;
uint8 *screenPal = new uint8[16 * 3];
assert(screenPal);
_screen->getRealPalette(0, screenPal);
uint8 *screenBuf = new uint8[Screen::SCREEN_W * Screen::SCREEN_H];
assert(screenBuf);
Graphics::Surface *dst = new Graphics::Surface();
assert(dst);
_screen->copyRegionToBuffer(0, 0, 0, 320, 200, screenBuf);
Screen_LoL::convertPC98Gfx(screenBuf, Screen::SCREEN_W, Screen::SCREEN_H, Screen::SCREEN_W);
::createThumbnail(dst, screenBuf, Screen::SCREEN_W, Screen::SCREEN_H, screenPal);
delete[] screenBuf;
delete[] screenPal;
return dst;
}
} // End of namespace Kyra
#endif // ENABLE_LOL