scummvm/engines/tinsel/saveload.cpp
Peter Kohaut 25fa525969 TINSEL: Added base of Noir movers
Renamed rince.* files to movers to be more game independent.
Added elementary support for Noir movers which can use different logic.

Allows game to boot to the first interactive scene, but there is no 3D model rendered (that is WIP).
2021-08-08 20:15:18 +02:00

713 lines
18 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.
*
* Save and restore scene and game.
*/
#include "tinsel/actors.h"
#include "tinsel/config.h"
#include "tinsel/dialogs.h"
#include "tinsel/drives.h"
#include "tinsel/dw.h"
#include "tinsel/movers.h"
#include "tinsel/savescn.h"
#include "tinsel/timers.h"
#include "tinsel/tinlib.h"
#include "tinsel/tinsel.h"
#include "common/serializer.h"
#include "common/savefile.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "gui/message.h"
namespace Tinsel {
/**
* The current savegame format version.
* Our save/load system uses an elaborate scheme to allow us to modify the
* savegame while keeping full backward compatibility, in the sense that newer
* ScummVM versions always are able to load old savegames.
* In order to achieve that, we store a version in the savegame files, and whenever
* the savegame layout is modified, the version is incremented.
*
* This roughly works by marking each savegame entry with a range of versions
* for which it is valid; the save/load code iterates over all entries, but
* only saves/loads those which are valid for the version of the savegame
* which is being loaded/saved currently.
*/
#define CURRENT_VER 3
//----------------- EXTERN FUNCTIONS --------------------
// in DOS_DW.C
extern void syncSCdata(Common::Serializer &s);
// in PCODE.C
extern void syncGlobInfo(Common::Serializer &s);
// in POLYGONS.C
extern void syncPolyInfo(Common::Serializer &s);
extern int g_sceneCtr;
extern bool g_ASceneIsSaved;
//----------------- LOCAL DEFINES --------------------
struct SaveGameHeader {
uint32 id;
uint32 size;
uint32 ver;
char desc[SG_DESC_LEN];
TimeDate dateTime;
uint32 playTime;
bool scnFlag;
byte language;
uint16 numInterpreters; // Savegame version 2 or later only
};
enum {
DW1_SAVEGAME_ID = 0x44575399, // = 'DWSc' = "DiscWorld 1 ScummVM"
DW2_SAVEGAME_ID = 0x44573253, // = 'DW2S' = "DiscWorld 2 ScummVM"
SAVEGAME_HEADER_SIZE = 4 + 4 + 4 + SG_DESC_LEN + 7 + 4 + 1 + 1 + 2
};
#define SAVEGAME_ID (TinselV2 ? (uint32)DW2_SAVEGAME_ID : (uint32)DW1_SAVEGAME_ID)
enum {
// FIXME: Save file names in ScummVM can be longer than 8.3, overflowing the
// name field in savedFiles. Raising it to 256 as a preliminary fix.
FNAMELEN = 256 // 8.3
};
struct SFILES {
char name[FNAMELEN];
char desc[SG_DESC_LEN + 2];
TimeDate dateTime;
};
//----------------- GLOBAL GLOBAL DATA --------------------
int g_thingHeld = 0;
int g_restoreCD = 0;
SRSTATE g_SRstate = SR_IDLE;
//----------------- LOCAL GLOBAL DATA --------------------
// These vars are reset upon engine destruction
static int g_numSfiles = 0;
static SFILES g_savedFiles[MAX_SAVED_FILES];
static bool g_NeedLoad = true;
static SAVED_DATA *g_srsd = nullptr;
static int g_RestoreGameNumber = 0;
static char *g_SaveSceneName = nullptr;
static const char *g_SaveSceneDesc = nullptr;
static int *g_SaveSceneSsCount = 0;
static SAVED_DATA *g_SaveSceneSsData = nullptr; // points to 'SAVED_DATA ssdata[MAX_NEST]'
//------------- SAVE/LOAD SUPPORT METHODS ----------------
void ResetVarsSaveLoad() {
g_thingHeld = 0;
g_restoreCD = 0;
g_SRstate = SR_IDLE;
g_numSfiles = 0;
memset(g_savedFiles, 0, sizeof(g_savedFiles));
g_NeedLoad = true;
g_srsd = nullptr;
g_RestoreGameNumber = 0;
g_SaveSceneName = nullptr;
g_SaveSceneDesc = nullptr;
g_SaveSceneSsCount = 0;
g_SaveSceneSsData = nullptr;
}
void setNeedLoad() {
g_NeedLoad = true;
}
static void syncTime(Common::Serializer &s, TimeDate &t) {
s.syncAsUint16LE(t.tm_year);
s.syncAsByte(t.tm_mon);
s.syncAsByte(t.tm_mday);
s.syncAsByte(t.tm_hour);
s.syncAsByte(t.tm_min);
s.syncAsByte(t.tm_sec);
}
static bool syncSaveGameHeader(Common::Serializer &s, SaveGameHeader &hdr) {
s.syncAsUint32LE(hdr.id);
s.syncAsUint32LE(hdr.size);
s.syncAsUint32LE(hdr.ver);
s.syncBytes((byte *)hdr.desc, SG_DESC_LEN);
hdr.desc[SG_DESC_LEN - 1] = 0;
syncTime(s, hdr.dateTime);
if (hdr.ver >= 3)
s.syncAsUint32LE(hdr.playTime);
else
hdr.playTime = 0;
int tmp = hdr.size - s.bytesSynced();
// NOTE: We can't use SAVEGAME_ID here when attempting to remove a saved game from the launcher,
// as there is no TinselEngine initialized then. This means that we can't check if this is a DW1
// or DW2 savegame in this case, but it doesn't really matter, as the saved game is about to be
// deleted anyway. Refer to bug #5819.
bool correctID = _vm ? (hdr.id == SAVEGAME_ID) : (hdr.id == DW1_SAVEGAME_ID || hdr.id == DW2_SAVEGAME_ID);
// Perform sanity check
if (tmp < 0 || !correctID || hdr.ver > CURRENT_VER || hdr.size > 1024)
return false;
if (tmp > 0) {
// If there's header space left, handling syncing the Scn flag and game language
s.syncAsByte(hdr.scnFlag);
s.syncAsByte(hdr.language);
tmp -= 2;
if (_vm && s.isLoading()) {
// If the engine is loaded, ensure the Scn/Gra usage is correct, and it's the correct language
if ((hdr.scnFlag != ((_vm->getFeatures() & GF_SCNFILES) != 0)) ||
(hdr.language != _vm->_config->_language))
return false;
}
}
// Handle the number of interpreter contexts that will be saved in the savegame
if (tmp >= 2) {
tmp -= 2;
hdr.numInterpreters = NUM_INTERPRET;
s.syncAsUint16LE(hdr.numInterpreters);
} else {
if(_vm) // See comment above about bug #5819
hdr.numInterpreters = (TinselV2 ? 70 : 64) - 20;
else
hdr.numInterpreters = 50; // This value doesn't matter since the saved game is being deleted.
}
// Skip over any extra bytes
s.skip(tmp);
return true;
}
static void syncSavedMover(Common::Serializer &s, SAVED_MOVER &sm) {
int i, j;
s.syncAsUint32LE(sm.bActive);
s.syncAsSint32LE(sm.actorID);
s.syncAsSint32LE(sm.objX);
s.syncAsSint32LE(sm.objY);
s.syncAsUint32LE(sm.hLastfilm);
// Sync walk reels
for (i = 0; i < TOTAL_SCALES; ++i)
for (j = 0; j < 4; ++j)
s.syncAsUint32LE(sm.walkReels[i][j]);
// Sync stand reels
for (i = 0; i < TOTAL_SCALES; ++i)
for (j = 0; j < 4; ++j)
s.syncAsUint32LE(sm.standReels[i][j]);
// Sync talk reels
for (i = 0; i < TOTAL_SCALES; ++i)
for (j = 0; j < 4; ++j)
s.syncAsUint32LE(sm.talkReels[i][j]);
if (TinselV2) {
s.syncAsByte(sm.bHidden);
s.syncAsSint32LE(sm.brightness);
s.syncAsSint32LE(sm.startColor);
s.syncAsSint32LE(sm.paletteLength);
}
}
static void syncSavedActor(Common::Serializer &s, SAVED_ACTOR &sa) {
s.syncAsUint16LE(sa.actorID);
s.syncAsUint16LE(sa.zFactor);
s.syncAsUint16LE(sa.bAlive);
s.syncAsUint16LE(sa.bHidden);
s.syncAsUint32LE(sa.presFilm);
s.syncAsUint16LE(sa.presRnum);
s.syncAsUint16LE(sa.presPlayX);
s.syncAsUint16LE(sa.presPlayY);
}
static void syncNoScrollB(Common::Serializer &s, NOSCROLLB &ns) {
s.syncAsSint32LE(ns.ln);
s.syncAsSint32LE(ns.c1);
s.syncAsSint32LE(ns.c2);
}
static void syncZPosition(Common::Serializer &s, Z_POSITIONS &zp) {
s.syncAsSint16LE(zp.actor);
s.syncAsSint16LE(zp.column);
s.syncAsSint32LE(zp.z);
}
static void syncPolyVolatile(Common::Serializer &s, POLY_VOLATILE &p) {
s.syncAsByte(p.bDead);
s.syncAsSint16LE(p.xoff);
s.syncAsSint16LE(p.yoff);
}
static void syncSoundReel(Common::Serializer &s, SOUNDREELS &sr) {
s.syncAsUint32LE(sr.hFilm);
s.syncAsSint32LE(sr.column);
s.syncAsSint32LE(sr.actorCol);
}
static void syncSavedData(Common::Serializer &s, SAVED_DATA &sd, int numInterp) {
s.syncAsUint32LE(sd.SavedSceneHandle);
s.syncAsUint32LE(sd.SavedBgroundHandle);
for (int i = 0; i < MAX_MOVERS; ++i)
syncSavedMover(s, sd.SavedMoverInfo[i]);
for (int i = 0; i < MAX_SAVED_ACTORS; ++i)
syncSavedActor(s, sd.SavedActorInfo[i]);
s.syncAsSint32LE(sd.NumSavedActors);
s.syncAsSint32LE(sd.SavedLoffset);
s.syncAsSint32LE(sd.SavedToffset);
for (int i = 0; i < numInterp; ++i)
sd.SavedICInfo[i].syncWithSerializer(s);
for (int i = 0; i < MAX_POLY; ++i)
s.syncAsUint32LE(sd.SavedDeadPolys[i]);
s.syncAsUint32LE(sd.SavedControl);
s.syncAsUint32LE(sd.SavedMidi);
s.syncAsUint32LE(sd.SavedLoop);
s.syncAsUint32LE(sd.SavedNoBlocking);
// SavedNoScrollData
for (int i = 0; i < MAX_VNOSCROLL; ++i)
syncNoScrollB(s, sd.SavedNoScrollData.NoVScroll[i]);
for (int i = 0; i < MAX_HNOSCROLL; ++i)
syncNoScrollB(s, sd.SavedNoScrollData.NoHScroll[i]);
s.syncAsUint32LE(sd.SavedNoScrollData.NumNoV);
s.syncAsUint32LE(sd.SavedNoScrollData.NumNoH);
// Tinsel 2 fields
if (TinselV2) {
// SavedNoScrollData
s.syncAsUint32LE(sd.SavedNoScrollData.xTrigger);
s.syncAsUint32LE(sd.SavedNoScrollData.xDistance);
s.syncAsUint32LE(sd.SavedNoScrollData.xSpeed);
s.syncAsUint32LE(sd.SavedNoScrollData.yTriggerTop);
s.syncAsUint32LE(sd.SavedNoScrollData.yTriggerBottom);
s.syncAsUint32LE(sd.SavedNoScrollData.yDistance);
s.syncAsUint32LE(sd.SavedNoScrollData.ySpeed);
for (int i = 0; i < NUM_ZPOSITIONS; ++i)
syncZPosition(s, sd.zPositions[i]);
s.syncBytes(sd.savedActorZ, MAX_SAVED_ACTOR_Z);
for (int i = 0; i < MAX_POLY; ++i)
syncPolyVolatile(s, sd.SavedPolygonStuff[i]);
for (int i = 0; i < 3; ++i)
s.syncAsUint32LE(sd.SavedTune[i]);
s.syncAsByte(sd.bTinselDim);
s.syncAsSint32LE(sd.SavedScrollFocus);
for (int i = 0; i < SV_TOPVALID; ++i)
s.syncAsSint32LE(sd.SavedSystemVars[i]);
for (int i = 0; i < MAX_SOUNDREELS; ++i)
syncSoundReel(s, sd.SavedSoundReels[i]);
}
}
/**
* Compare two TimeDate structs to see which one was earlier.
* Returns 0 if they are equal, a negative value if a is lower / first, and
* a positive value if b is lower / first.
*/
static int cmpTimeDate(const TimeDate &a, const TimeDate &b) {
int tmp;
#define CMP_ENTRY(x) tmp = a.x - b.x; if (tmp != 0) return tmp
CMP_ENTRY(tm_year);
CMP_ENTRY(tm_mon);
CMP_ENTRY(tm_mday);
CMP_ENTRY(tm_hour);
CMP_ENTRY(tm_min);
CMP_ENTRY(tm_sec);
#undef CMP_ENTRY
return 0;
}
/**
* Compute a list of all available saved game files.
* Store the file details, ordered by time, in savedFiles[] and return
* the number of files found.
*/
int getList(Common::SaveFileManager *saveFileMan, const Common::String &target) {
// No change since last call?
// TODO/FIXME: Just always reload this data? Be careful about slow downs!!!
if (!g_NeedLoad)
return g_numSfiles;
int i;
const Common::String pattern = target + ".???";
Common::StringArray files = saveFileMan->listSavefiles(pattern);
g_numSfiles = 0;
for (Common::StringArray::const_iterator file = files.begin(); file != files.end(); ++file) {
if (g_numSfiles >= MAX_SAVED_FILES)
break;
const Common::String &fname = *file;
Common::InSaveFile *f = saveFileMan->openForLoading(fname);
if (f == NULL) {
continue;
}
// Try to load save game header
Common::Serializer s(f, 0);
SaveGameHeader hdr;
bool validHeader = syncSaveGameHeader(s, hdr);
delete f;
if (!validHeader) {
continue; // Invalid header, or savegame too new -> skip it
// TODO: In SCUMM, we still show an entry for the save, but with description
// "incompatible version".
}
i = g_numSfiles;
#ifndef DISABLE_SAVEGAME_SORTING
for (i = 0; i < g_numSfiles; i++) {
if (cmpTimeDate(hdr.dateTime, g_savedFiles[i].dateTime) > 0) {
Common::copy_backward(&g_savedFiles[i], &g_savedFiles[g_numSfiles], &g_savedFiles[g_numSfiles + 1]);
break;
}
}
#endif
Common::strlcpy(g_savedFiles[i].name, fname.c_str(), FNAMELEN);
Common::strlcpy(g_savedFiles[i].desc, hdr.desc, SG_DESC_LEN);
g_savedFiles[i].dateTime = hdr.dateTime;
++g_numSfiles;
}
// Next getList() needn't do its stuff again
g_NeedLoad = false;
return g_numSfiles;
}
int getList() {
// No change since last call?
// TODO/FIXME: Just always reload this data? Be careful about slow downs!!!
if (!g_NeedLoad)
return g_numSfiles;
return getList(_vm->getSaveFileMan(), _vm->getTargetName());
}
char *ListEntry(int i, letype which) {
if (i == -1)
i = g_numSfiles;
assert(i >= 0);
if (i < g_numSfiles)
return which == LE_NAME ? g_savedFiles[i].name : g_savedFiles[i].desc;
else
return NULL;
}
static bool DoSync(Common::Serializer &s, int numInterp) {
int sg = 0;
if (TinselV2) {
if (s.isSaving())
g_restoreCD = GetCurrentCD();
s.syncAsSint16LE(g_restoreCD);
}
if (TinselV2 && s.isLoading())
_vm->_dialogs->HoldItem(INV_NOICON);
syncSavedData(s, *g_srsd, numInterp);
syncGlobInfo(s); // Glitter globals
_vm->_dialogs->syncInvInfo(s); // Inventory data
// Held object
if (s.isSaving())
sg = _vm->_dialogs->WhichItemHeld();
s.syncAsSint32LE(sg);
if (s.isLoading()) {
if (sg != -1 && !_vm->_dialogs->GetIsInvObject(sg))
// Not a valid inventory object, so return false
return false;
if (TinselV2)
g_thingHeld = sg;
else
_vm->_dialogs->HoldItem(sg);
}
syncTimerInfo(s); // Timer data
if (!TinselV2)
syncPolyInfo(s); // Dead polygon data
syncSCdata(s); // Hook Scene and delayed scene
s.syncAsSint32LE(*g_SaveSceneSsCount);
if (*g_SaveSceneSsCount != 0) {
SAVED_DATA *sdPtr = g_SaveSceneSsData;
for (int i = 0; i < *g_SaveSceneSsCount; ++i, ++sdPtr)
syncSavedData(s, *sdPtr, numInterp);
// Flag that there is a saved scene to return to. Note that in this context 'saved scene'
// is a stored scene to return to from another scene, such as from the Summoning Book close-up
// in Discworld 1 to whatever scene Rincewind was in prior to that
g_ASceneIsSaved = true;
}
if (!TinselV2)
_vm->_actor->syncAllActorsAlive(s);
return true;
}
/**
* DoRestore
*/
static bool DoRestore() {
Common::InSaveFile *f = _vm->getSaveFileMan()->openForLoading(g_savedFiles[g_RestoreGameNumber].name);
if (f == NULL) {
return false;
}
Common::Serializer s(f, 0);
SaveGameHeader hdr;
if (!syncSaveGameHeader(s, hdr)) {
delete f; // Invalid header, or savegame too new -> skip it
return false;
}
if (hdr.ver >= 3)
_vm->setTotalPlayTime(hdr.playTime);
else
_vm->setTotalPlayTime(0);
// Load in the data. For older savegame versions, we potentially need to load the data twice, once
// for pre 1.5 savegames, and if that fails, a second time for 1.5 savegames
int numInterpreters = hdr.numInterpreters;
int32 currentPos = f->pos();
for (int tryNumber = 0; tryNumber < ((hdr.ver >= 2) ? 1 : 2); ++tryNumber) {
// If it's the second loop iteration, try with the 1.5 savegame number of interpreter contexts
if (tryNumber == 1) {
f->seek(currentPos);
numInterpreters = 80;
}
// Load the savegame data
if (DoSync(s, numInterpreters))
// Data load was successful (or likely), so break out of loop
break;
}
uint32 id = f->readSint32LE();
if (id != (uint32)0xFEEDFACE)
error("Incompatible saved game");
bool failed = (f->eos() || f->err());
delete f;
if (failed) {
GUI::MessageDialog dialog(_("Failed to load saved game from file."));
dialog.runModal();
}
return !failed;
}
static void SaveFailure(Common::OutSaveFile *f) {
if (f) {
delete f;
_vm->getSaveFileMan()->removeSavefile(g_SaveSceneName);
}
g_SaveSceneName= nullptr; // Invalidate save name
GUI::MessageDialog dialog(_("Failed to save game to file."));
dialog.runModal();
}
/**
* DoSave
*/
static void DoSave() {
Common::OutSaveFile *f;
char tmpName[FNAMELEN];
// Next getList() must do its stuff again
g_NeedLoad = true;
if (g_SaveSceneName == NULL) {
// Generate a new unique save name
int i;
int ano = 1; // Allocated number
while (1) {
Common::String fname = _vm->getSavegameFilename(ano);
Common::strlcpy(tmpName, fname.c_str(), FNAMELEN);
for (i = 0; i < g_numSfiles; i++)
if (!strcmp(g_savedFiles[i].name, tmpName))
break;
if (i == g_numSfiles)
break;
ano++;
}
g_SaveSceneName = tmpName;
}
if (g_SaveSceneDesc[0] == 0)
g_SaveSceneDesc = "unnamed";
f = _vm->getSaveFileMan()->openForSaving(g_SaveSceneName);
Common::Serializer s(0, f);
if (f == NULL) {
SaveFailure(f);
return;
}
// Write out a savegame header
SaveGameHeader hdr;
hdr.id = SAVEGAME_ID;
hdr.size = SAVEGAME_HEADER_SIZE;
hdr.ver = CURRENT_VER;
memset(hdr.desc, 0, SG_DESC_LEN);
Common::strlcpy(hdr.desc, g_SaveSceneDesc, SG_DESC_LEN);
g_system->getTimeAndDate(hdr.dateTime);
hdr.playTime = _vm->getTotalPlayTime();
hdr.scnFlag = _vm->getFeatures() & GF_SCNFILES;
hdr.language = _vm->_config->_language;
if (!syncSaveGameHeader(s, hdr) || f->err()) {
SaveFailure(f);
return;
}
DoSync(s, hdr.numInterpreters);
// Write out the special Id for Discworld savegames
f->writeUint32LE(0xFEEDFACE);
if (f->err()) {
SaveFailure(f);
return;
}
f->finalize();
delete f;
g_SaveSceneName= nullptr; // Invalidate save name
}
/**
* ProcessSRQueue
*/
void ProcessSRQueue() {
switch (g_SRstate) {
case SR_DORESTORE:
// If a load has been done directly from title screens, set a larger value for scene ctr so the
// code used to skip the title screens in Discworld 1 gets properly disabled
if (g_sceneCtr < 10)
g_sceneCtr = 10;
if (DoRestore()) {
DoRestoreScene(g_srsd, false);
}
g_SRstate = SR_IDLE;
break;
case SR_DOSAVE:
DoSave();
g_SRstate = SR_IDLE;
break;
default:
break;
}
}
void RequestSaveGame(char *name, char *desc, SAVED_DATA *sd, int *pSsCount, SAVED_DATA *pSsData) {
assert(g_SRstate == SR_IDLE);
g_SaveSceneName = name;
g_SaveSceneDesc = desc;
g_SaveSceneSsCount = pSsCount;
g_SaveSceneSsData = pSsData;
g_srsd = sd;
g_SRstate = SR_DOSAVE;
}
void RequestRestoreGame(int num, SAVED_DATA *sd, int *pSsCount, SAVED_DATA *pSsData) {
if (TinselV2) {
if (num == -1)
return;
else if (num == -2) {
// From CD change for restore
num = g_RestoreGameNumber;
}
}
assert(num >= 0);
g_RestoreGameNumber = num;
g_SaveSceneSsCount = pSsCount;
g_SaveSceneSsData = pSsData;
g_srsd = sd;
g_SRstate = SR_DORESTORE;
}
/**
* Returns the index of the most recently saved savegame. This will always be
* the file at the first index, since the list is sorted by date/time
*/
int NewestSavedGame() {
int numFiles = getList();
return (numFiles == 0) ? -1 : 0;
}
} // End of namespace Tinsel