scummvm/engines/kyra/saveload_v1.cpp
2008-03-17 18:10:52 +00:00

294 lines
8.8 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_v1.h"
#include "kyra/animator_v1.h"
#include "kyra/screen.h"
#include "kyra/resource.h"
#include "kyra/sound.h"
#include "kyra/timer.h"
namespace Kyra {
void KyraEngine_v1::loadGame(const char *fileName) {
debugC(9, kDebugLevelMain, "KyraEngine_v1::loadGame('%s')", fileName);
uint32 version = 0;
char saveName[31];
Common::InSaveFile *in = openSaveForReading(fileName, version, saveName);
if (!in)
return;
snd_playSoundEffect(0x0A);
snd_playWanderScoreViaMap(0, 1);
// unload the current voice file should fix some problems with voices
if (_currentRoom != 0xFFFF && _flags.isTalkie) {
char file[32];
assert(_currentRoom < _roomTableSize);
int tableId = _roomTable[_currentRoom].nameIndex;
assert(tableId < _roomFilenameTableSize);
strcpy(file, _roomFilenameTable[tableId]);
strcat(file, ".VRM");
_res->unloadPakFile(file);
}
int brandonX = 0, brandonY = 0;
for (int i = 0; i < 11; i++) {
_characterList[i].sceneId = in->readUint16BE();
_characterList[i].height = in->readByte();
_characterList[i].facing = in->readByte();
_characterList[i].currentAnimFrame = in->readUint16BE();
//_characterList[i].unk6 = in->readUint32BE();
in->read(_characterList[i].inventoryItems, 10);
_characterList[i].x1 = in->readSint16BE();
_characterList[i].y1 = in->readSint16BE();
_characterList[i].x2 = in->readSint16BE();
_characterList[i].y2 = in->readSint16BE();
if (i == 0) {
brandonX = _characterList[i].x1;
brandonY = _characterList[i].y1;
}
//_characterList[i].field_20 = in->readUint16BE();
//_characterList[i].field_23 = in->readUint16BE();
}
_marbleVaseItem = in->readSint16BE();
_itemInHand = in->readByte();
for (int i = 0; i < 4; ++i)
_birthstoneGemTable[i] = in->readByte();
for (int i = 0; i < 3; ++i)
_idolGemsTable[i] = in->readByte();
for (int i = 0; i < 3; ++i)
_foyerItemTable[i] = in->readByte();
_cauldronState = in->readByte();
for (int i = 0; i < 2; ++i)
_crystalState[i] = in->readByte();
_brandonStatusBit = in->readUint16BE();
_brandonStatusBit0x02Flag = in->readByte();
_brandonStatusBit0x20Flag = in->readByte();
in->read(_brandonPoisonFlagsGFX, 256);
_brandonInvFlag = in->readSint16BE();
_poisonDeathCounter = in->readByte();
_animator->_brandonDrawFrame = in->readUint16BE();
_timer->loadDataFromFile(in, version);
memset(_flagsTable, 0, sizeof(_flagsTable));
uint32 flagsSize = in->readUint32BE();
assert(flagsSize <= sizeof(_flagsTable));
in->read(_flagsTable, flagsSize);
for (int i = 0; i < _roomTableSize; ++i) {
for (int item = 0; item < 12; ++item) {
_roomTable[i].itemsTable[item] = 0xFF;
_roomTable[i].itemsXPos[item] = 0xFFFF;
_roomTable[i].itemsYPos[item] = 0xFF;
_roomTable[i].needInit[item] = 0;
}
}
uint16 sceneId = 0;
while (true) {
sceneId = in->readUint16BE();
if (sceneId == 0xFFFF)
break;
assert(sceneId < _roomTableSize);
_roomTable[sceneId].nameIndex = in->readByte();
for (int i = 0; i < 12; i++) {
_roomTable[sceneId].itemsTable[i] = in->readByte();
_roomTable[sceneId].itemsXPos[i] = in->readUint16BE();
_roomTable[sceneId].itemsYPos[i] = in->readUint16BE();
_roomTable[sceneId].needInit[i] = in->readByte();
}
}
if (version >= 3) {
_lastMusicCommand = in->readSint16BE();
if (_lastMusicCommand != -1)
snd_playWanderScoreViaMap(_lastMusicCommand, 1);
}
// Version 4 stored settings in the savegame. As of version 5, they are
// handled by the config manager.
if (version == 4) {
in->readByte(); // Text speed
in->readByte(); // Walk speed
in->readByte(); // Music
in->readByte(); // Sound
in->readByte(); // Voice
}
if (version >= 7) {
_curSfxFile = in->readByte();
// In the first version when this entry was introduced,
// it wasn't made sure that _curSfxFile was initialized
// so if it's out of bounds we just set it to 0.
if (_flags.platform == Common::kPlatformFMTowns || _flags.platform == Common::kPlatformPC98) {
if (_curSfxFile >= _soundData->_fileListLen || _curSfxFile < 0)
_curSfxFile = 0;
_sound->loadSoundFile(_curSfxFile);
}
}
_screen->_disableScreen = true;
loadMainScreen(8);
if (queryGameFlag(0x2D)) {
_screen->loadBitmap("AMULET3.CPS", 10, 10, 0);
if (!queryGameFlag(0xF1)) {
for (int i = 0x55; i <= 0x5A; ++i) {
if (queryGameFlag(i))
seq_createAmuletJewel(i-0x55, 10, 1, 1);
}
}
_screen->copyRegion(0, 0, 0, 0, 320, 200, 10, 8);
_screen->copyRegion(0, 0, 0, 0, 320, 200, 8, 0);
}
createMouseItem(_itemInHand);
_animator->setBrandonAnimSeqSize(3, 48);
redrawInventory(0);
_animator->_noDrawShapesFlag = 1;
enterNewScene(_currentCharacter->sceneId, _currentCharacter->facing, 0, 0, 1);
_animator->_noDrawShapesFlag = 0;
_currentCharacter->x1 = brandonX;
_currentCharacter->y1 = brandonY;
_animator->animRefreshNPC(0);
_animator->restoreAllObjectBackgrounds();
_animator->preserveAnyChangedBackgrounds();
_animator->prepDrawAllObjects();
_animator->copyChangedObjectsForward(0);
_screen->copyRegion(8, 8, 8, 8, 304, 128, 2, 0);
_screen->_disableScreen = false;
_screen->updateScreen();
_abortWalkFlag = true;
_abortWalkFlag2 = false;
_mousePressFlag = false;
setMousePos(brandonX, brandonY);
if (in->ioFailed())
error("Load failed ('%s', '%s').", fileName, saveName);
else
debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", saveName);
// 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);
delete in;
}
void KyraEngine_v1::saveGame(const char *fileName, const char *saveName) {
debugC(9, kDebugLevelMain, "KyraEngine_v1::saveGame('%s', '%s')", fileName, saveName);
if (_quitFlag)
return;
Common::OutSaveFile *out = openSaveForWriting(fileName, saveName);
if (!out)
return;
for (int i = 0; i < 11; i++) {
out->writeUint16BE(_characterList[i].sceneId);
out->writeByte(_characterList[i].height);
out->writeByte(_characterList[i].facing);
out->writeUint16BE(_characterList[i].currentAnimFrame);
//out->writeUint32BE(_characterList[i].unk6);
out->write(_characterList[i].inventoryItems, 10);
out->writeSint16BE(_characterList[i].x1);
out->writeSint16BE(_characterList[i].y1);
out->writeSint16BE(_characterList[i].x2);
out->writeSint16BE(_characterList[i].y2);
//out->writeUint16BE(_characterList[i].field_20);
//out->writeUint16BE(_characterList[i].field_23);
}
out->writeSint16BE(_marbleVaseItem);
out->writeByte(_itemInHand);
for (int i = 0; i < 4; ++i)
out->writeByte(_birthstoneGemTable[i]);
for (int i = 0; i < 3; ++i)
out->writeByte(_idolGemsTable[i]);
for (int i = 0; i < 3; ++i)
out->writeByte(_foyerItemTable[i]);
out->writeByte(_cauldronState);
for (int i = 0; i < 2; ++i)
out->writeByte(_crystalState[i]);
out->writeUint16BE(_brandonStatusBit);
out->writeByte(_brandonStatusBit0x02Flag);
out->writeByte(_brandonStatusBit0x20Flag);
out->write(_brandonPoisonFlagsGFX, 256);
out->writeSint16BE(_brandonInvFlag);
out->writeByte(_poisonDeathCounter);
out->writeUint16BE(_animator->_brandonDrawFrame);
_timer->saveDataToFile(out);
out->writeUint32BE(sizeof(_flagsTable));
out->write(_flagsTable, sizeof(_flagsTable));
for (uint16 i = 0; i < _roomTableSize; i++) {
out->writeUint16BE(i);
out->writeByte(_roomTable[i].nameIndex);
for (int a = 0; a < 12; a++) {
out->writeByte(_roomTable[i].itemsTable[a]);
out->writeUint16BE(_roomTable[i].itemsXPos[a]);
out->writeUint16BE(_roomTable[i].itemsYPos[a]);
out->writeByte(_roomTable[i].needInit[a]);
}
}
// room table terminator
out->writeUint16BE(0xFFFF);
out->writeSint16BE(_lastMusicCommand);
out->writeByte(_curSfxFile);
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;
}
} // end of namespace Kyra