scummvm/engines/kyra/saveload_hof.cpp
Johannes Schickel c6830b4138 - Renamed TextDisplayer_v2 to TextDisplayer_HoF
- Moved some character shape code to KyraEngine_v2

svn-id: r31821
2008-05-02 15:21:51 +00:00

334 lines
9.8 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.
*
* $URL$
* $Id$
*
*/
#include "common/endian.h"
#include "common/savefile.h"
#include "common/system.h"
#include "kyra/kyra_v2.h"
#include "kyra/screen_v2.h"
#include "kyra/resource.h"
#include "kyra/sound.h"
#include "kyra/timer.h"
namespace Kyra {
void KyraEngine_HoF::saveGame(const char *fileName, const char *saveName) {
debugC(9, kDebugLevelMain, "KyraEngine_HoF::saveGame('%s', '%s')", fileName, saveName);
Common::OutSaveFile *out = openSaveForWriting(fileName, saveName);
if (!out) {
warning("Can't open file '%s', game not loadable", fileName);
return;
}
_timer->saveDataToFile(*out);
out->writeUint32BE(sizeof(_flagsTable));
out->write(_flagsTable, sizeof(_flagsTable));
// usually we have to save the flag set by opcode 10 here
//out->writeUint16BE(word_2AB05);
out->writeSint16BE(_lastMusicCommand);
out->writeByte(_newChapterFile);
out->writeByte(_characterShapeFile);
out->writeByte(_cauldronState);
out->writeByte(_colorCodeFlag1);
out->writeByte(_colorCodeFlag2);
out->writeByte(_bookCurPage);
out->writeByte(_bookMaxPage);
for (int i = 0; i < 7; ++i)
out->writeByte(_presetColorCode[i]);
for (int i = 0; i < 7; ++i)
out->writeByte(_inputColorCode[i]);
for (int i = 0; i < 25; ++i)
out->writeSint16BE(_cauldronTable[i]);
for (int i = 0; i < 20; ++i)
out->writeUint16BE(_hiddenItems[i]);
for (int i = 0; i < 19; ++i)
out->write(_conversationState[i], 14);
out->write(_newSceneDlgState, 32);
out->writeSint16BE(_cauldronUseCount);
out->writeUint16BE(_mainCharacter.sceneId);
out->writeUint16BE(_mainCharacter.dlgIndex);
out->writeByte(_mainCharacter.height);
out->writeByte(_mainCharacter.facing);
out->writeUint16BE(_mainCharacter.animFrame);
out->writeByte(_mainCharacter.unk8);
out->writeByte(_mainCharacter.unk9);
out->writeByte(_mainCharacter.unkA);
for (int i = 0; i < 20; ++i)
out->writeUint16BE(_mainCharacter.inventory[i]);
out->writeSint16BE(_mainCharacter.x1);
out->writeSint16BE(_mainCharacter.y1);
out->writeSint16BE(_mainCharacter.x2);
out->writeSint16BE(_mainCharacter.y2);
for (int i = 0; i < 30; ++i) {
out->writeUint16BE(_itemList[i].id);
out->writeUint16BE(_itemList[i].sceneId);
out->writeSint16BE(_itemList[i].x);
out->writeByte(_itemList[i].y);
}
for (int i = 0; i < 72; ++i) {
out->write(_talkObjectList[i].filename, 13);
out->writeByte(_talkObjectList[i].scriptId);
out->writeSint16BE(_talkObjectList[i].x);
out->writeSint16BE(_talkObjectList[i].y);
out->writeByte(_talkObjectList[i].color);
}
for (int i = 0; i < 86; ++i) {
out->write(_sceneList[i].filename1, 10);
out->writeUint16BE(_sceneList[i].exit1);
out->writeUint16BE(_sceneList[i].exit2);
out->writeUint16BE(_sceneList[i].exit3);
out->writeUint16BE(_sceneList[i].exit4);
out->writeByte(_sceneList[i].flags);
out->writeByte(_sceneList[i].sound);
}
out->writeSint16BE(_itemInHand);
out->writeUint16BE(_sceneExit1);
out->writeUint16BE(_sceneExit2);
out->writeUint16BE(_sceneExit3);
out->writeUint16BE(_sceneExit4);
out->finalize();
// check for errors
if (out->ioFailed())
warning("Can't write file '%s'. (Disk full?)", fileName);
else
debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);
delete out;
}
void KyraEngine_HoF::loadGame(const char *fileName) {
debugC(9, kDebugLevelMain, "KyraEngine_HoF::loadGame('%s')", fileName);
SaveHeader header;
Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
if (!saveFile) {
showMessageFromCCode(0x35, 0x84, 0);
snd_playSoundEffect(0x0D);
return;
}
if (header.originalSave)
warning("Trying to load savegame from original interpreter, while this is possible, it is not officially supported");
bool setFlag1EE = (queryGameFlag(0x1EE) != 0);
_deathHandler = -1;
if (!_unkSceneScreenFlag1) {
_sound->beginFadeOut();
_system->delayMillis(5 * _tickLength);
_lastMusicCommand = -1;
}
int loadedZTable = _characterShapeFile;
Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, true);
_screen->hideMouse();
if (!header.originalSave) {
_timer->loadDataFromFile(in, header.version);
uint32 flagsSize = in.readUint32BE();
assert(flagsSize <= sizeof(_flagsTable));
in.read(_flagsTable, flagsSize);
}
// usually we have to save the flag set by opcode 10 here
//word_2AB05 = in.readUint16();
if (header.originalSave)
in.readUint16();
_lastMusicCommand = in.readSint16();
_newChapterFile = in.readByte();
_characterShapeFile = in.readByte();
_cauldronState = in.readByte();
_colorCodeFlag1 = in.readByte();
_colorCodeFlag2 = in.readByte();
_bookCurPage = in.readByte();
_bookMaxPage = in.readByte();
for (int i = 0; i < 7; ++i)
_presetColorCode[i] = in.readByte();
for (int i = 0; i < 7; ++i)
_inputColorCode[i] = in.readByte();
for (int i = 0; i < 25; ++i)
_cauldronTable[i] = in.readSint16();
for (int i = 0; i < 20; ++i)
_hiddenItems[i] = in.readUint16();
if (header.originalSave) {
assert(sizeof(_flagsTable) >= 0x41);
in.read(_flagsTable, 0x41);
}
for (int i = 0; i < 19; ++i)
in.read(_conversationState[i], 14);
if (!header.originalSave) {
in.read(_newSceneDlgState, 32);
} else {
for (int i = 0; i < 31; ++i)
_newSceneDlgState[i] = in.readUint16();
}
_cauldronUseCount = in.readSint16();
if (header.originalSave)
in.seek(6, SEEK_CUR);
_mainCharacter.sceneId = in.readUint16();
_mainCharacter.dlgIndex = in.readUint16();
_mainCharacter.height = in.readByte();
_mainCharacter.facing = in.readByte();
_mainCharacter.animFrame = in.readUint16();
_mainCharacter.unk8 = in.readByte();
_mainCharacter.unk9 = in.readByte();
_mainCharacter.unkA = in.readByte();
for (int i = 0; i < 20; ++i)
_mainCharacter.inventory[i] = in.readUint16();
_mainCharacter.x1 = in.readSint16();
_mainCharacter.y1 = in.readSint16();
_mainCharacter.x2 = in.readSint16();
_mainCharacter.y2 = in.readSint16();
for (int i = 0; i < 30; ++i) {
_itemList[i].id = in.readUint16();
_itemList[i].sceneId = in.readUint16();
_itemList[i].x = in.readSint16();
_itemList[i].y = in.readByte();
if (header.version <= 9)
in.readUint16();
}
for (int i = 0; i < 72; ++i) {
in.read(_talkObjectList[i].filename, 13);
_talkObjectList[i].scriptId = in.readByte();
_talkObjectList[i].x = in.readSint16();
_talkObjectList[i].y = in.readSint16();
_talkObjectList[i].color = in.readByte();
}
for (int i = 0; i < 86; ++i) {
if (!header.originalSave) {
in.read(_sceneList[i].filename1, 10);
} else {
in.read(_sceneList[i].filename1, 9);
_sceneList[i].filename1[9] = 0;
}
_sceneList[i].exit1 = in.readUint16();
_sceneList[i].exit2 = in.readUint16();
_sceneList[i].exit3 = in.readUint16();
_sceneList[i].exit4 = in.readUint16();
_sceneList[i].flags = in.readByte();
_sceneList[i].sound = in.readByte();
}
_itemInHand = in.readSint16();
if (header.originalSave) {
uint32 currentTime = _system->getMillis();
for (int i = 0; i < 6; ++i)
_timer->setDelay(i, in.readSint32LE());
for (int i = 0; i < 6; ++i) {
if (in.readUint16LE())
_timer->enable(i);
else
_timer->disable(i);
}
for (int i = 0; i < 6; ++i)
_timer->setNextRun(i, currentTime + (in.readUint32LE() * _tickLength));
_timer->resetNextRun();
}
_sceneExit1 = in.readUint16();
_sceneExit2 = in.readUint16();
_sceneExit3 = in.readUint16();
_sceneExit4 = in.readUint16();
if (saveFile->ioFailed())
error("Load failed ('%s', '%s').", fileName, header.description.c_str());
else
debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", header.description.c_str());
if (loadedZTable != _characterShapeFile)
loadCharacterShapes(_characterShapeFile);
_screen->loadBitmap("_PLAYFLD.CPS", 3, 3, 0);
if (!queryGameFlag(1))
_screen->copyRegion(0xCE, 0x90, 0xCE, 0x90, 0x2C, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);
if (!queryGameFlag(2))
_screen->copyRegion(0xFA, 0x90, 0xFA, 0x90, 0x46, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);
_screen->loadBitmap("_PLAYALL.CPS", 3, 3, 0);
if (queryGameFlag(1))
_screen->copyRegion(0xCE, 0x90, 0xCE, 0x90, 0x2C, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);
if (queryGameFlag(2))
_screen->copyRegion(0xFA, 0x90, 0xFA, 0x90, 0x46, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);
redrawInventory(0);
int cauldronUseCount = _cauldronUseCount;
setCauldronState(_cauldronState, 0);
_cauldronUseCount = cauldronUseCount;
_mainCharX = _mainCharacter.x2 = _mainCharacter.x1;
_mainCharY = _mainCharacter.y2 = _mainCharacter.y1;
_mainCharacter.facing = 4;
enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
setHandItem(_itemInHand);
if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
snd_playWanderScoreViaMap(_lastMusicCommand, 1);
while (!_screen->isMouseVisible())
_screen->showMouse();
setTimer1DelaySecs(7);
_shownMessage = " ";
_fadeMessagePalette = false;
if (setFlag1EE)
setGameFlag(0x1EE);
// We didn't explicitly set the walk speed, but it's saved as part of
// the _timers array, so we need to re-sync it with _configWalkspeed.
setWalkspeed(_configWalkspeed);
}
} // end of namespace Kyra