mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-09 11:20:56 +00:00
614 lines
15 KiB
C++
614 lines
15 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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*
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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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*
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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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#include "common/savefile.h"
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#include "sludge/allfiles.h"
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#include "sludge/sprites.h"
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#include "sludge/event.h"
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#include "sludge/fonttext.h"
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#include "sludge/newfatal.h"
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#include "sludge/variable.h"
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#include "sludge/language.h"
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#include "sludge/moreio.h"
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#include "sludge/sludge.h"
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#include "sludge/sludger.h"
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#include "sludge/people.h"
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#include "sludge/talk.h"
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#include "sludge/objtypes.h"
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#include "sludge/backdrop.h"
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#include "sludge/region.h"
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#include "sludge/floor.h"
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#include "sludge/zbuffer.h"
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#include "sludge/cursors.h"
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#include "sludge/statusba.h"
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#include "sludge/sound.h"
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#include "sludge/loadsave.h"
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#include "sludge/bg_effects.h"
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#include "sludge/utf8.h"
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#include "sludge/version.h"
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#include "sludge/graphics.h"
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namespace Sludge {
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//----------------------------------------------------------------------
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// From elsewhere
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//----------------------------------------------------------------------
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extern LoadedFunction *allRunningFunctions; // In sludger.cpp
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extern const char *typeName[]; // In variable.cpp
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extern int numGlobals; // In sludger.cpp
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extern Variable *globalVars; // In sludger.cpp
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extern Floor *currentFloor; // In floor.cpp
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extern SpeechStruct *speech; // In talk.cpp
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extern FILETIME fileTime; // In sludger.cpp
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extern int speechMode; // " " "
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extern byte brightnessLevel; // " " "
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extern byte fadeMode; // In transition.cpp
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extern bool captureAllKeys;
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extern bool allowAnyFilename;
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extern uint16 saveEncoding; // in savedata.cpp
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//----------------------------------------------------------------------
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// Globals (so we know what's saved already and what's a reference
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//----------------------------------------------------------------------
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struct stackLibrary {
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StackHandler *stack;
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stackLibrary *next;
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};
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int stackLibTotal = 0;
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stackLibrary *stackLib = NULL;
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//----------------------------------------------------------------------
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// For saving and loading stacks...
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//----------------------------------------------------------------------
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void saveStack(VariableStack *vs, Common::WriteStream *stream) {
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int elements = 0;
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int a;
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VariableStack *search = vs;
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while (search) {
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elements++;
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search = search->next;
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}
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stream->writeUint16BE(elements);
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search = vs;
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for (a = 0; a < elements; a++) {
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saveVariable(&search->thisVar, stream);
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search = search->next;
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}
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}
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VariableStack *loadStack(Common::SeekableReadStream *stream, VariableStack **last) {
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int elements = stream->readUint16BE();
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int a;
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VariableStack *first = NULL;
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VariableStack **changeMe = &first;
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for (a = 0; a < elements; a++) {
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VariableStack *nS = new VariableStack;
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if (!checkNew(nS))
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return NULL;
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loadVariable(&(nS->thisVar), stream);
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if (last && a == elements - 1) {
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*last = nS;
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}
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nS->next = NULL;
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(*changeMe) = nS;
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changeMe = &(nS->next);
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}
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return first;
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}
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bool saveStackRef(StackHandler *vs, Common::WriteStream *stream) {
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stackLibrary *s = stackLib;
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int a = 0;
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while (s) {
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if (s->stack == vs) {
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stream->writeByte(1);
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stream->writeUint16BE(stackLibTotal - a);
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return true;
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}
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s = s->next;
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a++;
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}
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stream->writeByte(0);
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saveStack(vs->first, stream);
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s = new stackLibrary;
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stackLibTotal++;
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if (!checkNew(s))
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return false;
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s->next = stackLib;
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s->stack = vs;
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stackLib = s;
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return true;
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}
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void clearStackLib() {
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stackLibrary *k;
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while (stackLib) {
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k = stackLib;
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stackLib = stackLib->next;
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delete k;
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}
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stackLibTotal = 0;
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}
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StackHandler *getStackFromLibrary(int n) {
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n = stackLibTotal - n;
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while (n) {
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stackLib = stackLib->next;
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n--;
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}
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return stackLib->stack;
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}
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StackHandler *loadStackRef(Common::SeekableReadStream *stream) {
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StackHandler *nsh;
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if (stream->readByte()) { // It's one we've loaded already...
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nsh = getStackFromLibrary(stream->readUint16BE());
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nsh->timesUsed++;
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} else {
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// Load the new stack
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nsh = new StackHandler;
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if (!checkNew(nsh))
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return NULL;
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nsh->last = NULL;
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nsh->first = loadStack(stream, &nsh->last);
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nsh->timesUsed = 1;
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// Add it to the library of loaded stacks
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stackLibrary *s = new stackLibrary;
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if (!checkNew(s))
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return NULL;
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s->stack = nsh;
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s->next = stackLib;
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stackLib = s;
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stackLibTotal++;
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}
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return nsh;
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}
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//----------------------------------------------------------------------
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// For saving and loading variables...
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//----------------------------------------------------------------------
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bool saveVariable(Variable *from, Common::WriteStream *stream) {
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stream->writeByte(from->varType);
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switch (from->varType) {
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case SVT_INT:
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case SVT_FUNC:
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case SVT_BUILT:
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case SVT_FILE:
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case SVT_OBJTYPE:
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stream->writeUint32LE(from->varData.intValue);
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return true;
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case SVT_STRING:
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writeString(from->varData.theString, stream);
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return true;
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case SVT_STACK:
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return saveStackRef(from->varData.theStack, stream);
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case SVT_COSTUME:
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saveCostume(from->varData.costumeHandler, stream);
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return false;
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case SVT_ANIM:
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saveAnim(from->varData.animHandler, stream);
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return false;
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case SVT_NULL:
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return false;
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default:
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fatal("Can't save variables of this type:", (from->varType < SVT_NUM_TYPES) ? typeName[from->varType] : "bad ID");
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}
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return true;
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}
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bool loadVariable(Variable *to, Common::SeekableReadStream *stream) {
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to->varType = (VariableType)stream->readByte();
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switch (to->varType) {
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case SVT_INT:
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case SVT_FUNC:
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case SVT_BUILT:
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case SVT_FILE:
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case SVT_OBJTYPE:
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to->varData.intValue = stream->readUint32LE();
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return true;
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case SVT_STRING:
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to->varData.theString = createCString(readString(stream));
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return true;
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case SVT_STACK:
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to->varData.theStack = loadStackRef(stream);
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return true;
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case SVT_COSTUME:
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to->varData.costumeHandler = new Persona;
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if (!checkNew(to->varData.costumeHandler))
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return false;
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loadCostume(to->varData.costumeHandler, stream);
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return true;
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case SVT_ANIM:
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to->varData.animHandler = new PersonaAnimation ;
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if (!checkNew(to->varData.animHandler))
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return false;
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loadAnim(to->varData.animHandler, stream);
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return true;
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default:
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break;
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}
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return true;
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}
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//----------------------------------------------------------------------
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// For saving and loading functions
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//----------------------------------------------------------------------
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void saveFunction(LoadedFunction *fun, Common::WriteStream *stream) {
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int a;
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stream->writeUint16BE(fun->originalNumber);
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if (fun->calledBy) {
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stream->writeByte(1);
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saveFunction(fun->calledBy, stream);
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} else {
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stream->writeByte(0);
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}
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stream->writeUint32LE(fun->timeLeft);
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stream->writeUint16BE(fun->runThisLine);
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stream->writeByte(fun->cancelMe);
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stream->writeByte(fun->returnSomething);
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stream->writeByte(fun->isSpeech);
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saveVariable(&(fun->reg), stream);
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if (fun->freezerLevel) {
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fatal(ERROR_GAME_SAVE_FROZEN);
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}
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saveStack(fun->stack, stream);
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for (a = 0; a < fun->numLocals; a++) {
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saveVariable(&(fun->localVars[a]), stream);
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}
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}
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LoadedFunction *loadFunction(Common::SeekableReadStream *stream) {
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int a;
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// Reserve memory...
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LoadedFunction *buildFunc = new LoadedFunction;
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if (!checkNew(buildFunc))
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return NULL;
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// See what it was called by and load if we need to...
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buildFunc->originalNumber = stream->readUint16BE();
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buildFunc->calledBy = NULL;
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if (stream->readByte()) {
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buildFunc->calledBy = loadFunction(stream);
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if (!buildFunc->calledBy)
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return NULL;
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}
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buildFunc->timeLeft = stream->readUint32LE();
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buildFunc->runThisLine = stream->readUint16BE();
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buildFunc->freezerLevel = 0;
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buildFunc->cancelMe = stream->readByte();
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buildFunc->returnSomething = stream->readByte();
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buildFunc->isSpeech = stream->readByte();
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loadVariable(&(buildFunc->reg), stream);
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loadFunctionCode(buildFunc);
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buildFunc->stack = loadStack(stream, NULL);
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for (a = 0; a < buildFunc->numLocals; a++) {
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loadVariable(&(buildFunc->localVars[a]), stream);
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}
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return buildFunc;
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}
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//----------------------------------------------------------------------
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// Save everything
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//----------------------------------------------------------------------
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bool saveGame(const Common::String &fname) {
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Common::OutSaveFile *fp = g_system->getSavefileManager()->openForSaving(fname);
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if (fp == NULL)
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return false;
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fp->writeString("SLUDSA");
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fp->writeByte(0);
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fp->writeByte(0);
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fp->writeByte(MAJOR_VERSION);
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fp->writeByte(MINOR_VERSION);
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if (!g_sludge->_gfxMan->saveThumbnail(fp))
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return false;
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fp->write(&fileTime, sizeof(FILETIME));
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// DON'T ADD ANYTHING NEW BEFORE THIS POINT!
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fp->writeByte(allowAnyFilename);
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fp->writeByte(captureAllKeys);
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fp->writeByte(true);
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g_sludge->_txtMan->saveFont(fp);
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// Save backdrop
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fp->writeUint16BE(g_sludge->_gfxMan->getCamX());
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fp->writeUint16BE(g_sludge->_gfxMan->getCamY());
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fp->writeFloatLE(g_sludge->_gfxMan->getCamZoom());
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fp->writeByte(brightnessLevel);
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g_sludge->_gfxMan->saveHSI(fp);
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// Save event handlers
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g_sludge->_evtMan->saveHandlers(fp);
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// Save regions
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saveRegions(fp);
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g_sludge->_cursorMan->saveCursor(fp);
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// Save functions
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LoadedFunction *thisFunction = allRunningFunctions;
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int countFunctions = 0;
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while (thisFunction) {
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countFunctions++;
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thisFunction = thisFunction->next;
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}
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fp->writeUint16BE(countFunctions);
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thisFunction = allRunningFunctions;
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while (thisFunction) {
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saveFunction(thisFunction, fp);
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thisFunction = thisFunction->next;
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}
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for (int a = 0; a < numGlobals; a++) {
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saveVariable(&globalVars[a], fp);
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}
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savePeople(fp);
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if (currentFloor->numPolygons) {
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fp->writeByte(1);
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fp->writeUint16BE(currentFloor->originalNum);
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} else {
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fp->writeByte(0);
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}
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g_sludge->_gfxMan->saveZBuffer(fp);
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g_sludge->_gfxMan->saveLightMap(fp);
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fp->writeByte(speechMode);
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fp->writeByte(fadeMode);
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saveSpeech(speech, fp);
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saveStatusBars(fp);
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g_sludge->_soundMan->saveSounds(fp);
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fp->writeUint16BE(saveEncoding);
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blur_saveSettings(fp);
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g_sludge->_gfxMan->saveColors(fp);
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g_sludge->_gfxMan->saveParallax(fp);
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fp->writeByte(0);
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g_sludge->_languageMan->saveLanguageSetting(fp);
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g_sludge->_gfxMan->saveSnapshot(fp);
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fp->flush();
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fp->finalize();
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delete fp;
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clearStackLib();
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return true;
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}
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//----------------------------------------------------------------------
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// Load everything
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//----------------------------------------------------------------------
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int ssgVersion;
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bool loadGame(const Common::String &fname) {
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Common::InSaveFile *fp = g_system->getSavefileManager()->openForLoading(fname);
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FILETIME savedGameTime;
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while (allRunningFunctions)
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finishFunction(allRunningFunctions);
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if (fp == NULL)
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return false;
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bool headerBad = false;
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if (fp->readByte() != 'S')
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headerBad = true;
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if (fp->readByte() != 'L')
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headerBad = true;
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if (fp->readByte() != 'U')
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headerBad = true;
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if (fp->readByte() != 'D')
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headerBad = true;
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if (fp->readByte() != 'S')
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headerBad = true;
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if (fp->readByte() != 'A')
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headerBad = true;
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if (headerBad) {
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fatal(ERROR_GAME_LOAD_NO, fname);
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return NULL;
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}
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char c;
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c = fp->readByte();
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while ((c = fp->readByte()))
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;
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int majVersion = fp->readByte();
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int minVersion = fp->readByte();
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ssgVersion = VERSION(majVersion, minVersion);
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if (ssgVersion >= VERSION(1, 4)) {
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if (!g_sludge->_gfxMan->skipThumbnail(fp))
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return fatal(ERROR_GAME_LOAD_CORRUPT, fname);
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}
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uint32 bytes_read = fp->read(&savedGameTime, sizeof(FILETIME));
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if (bytes_read != sizeof(FILETIME) && fp->err()) {
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warning("Reading error in loadGame.");
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}
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if (savedGameTime.dwLowDateTime != fileTime.dwLowDateTime || savedGameTime.dwHighDateTime != fileTime.dwHighDateTime) {
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return fatal(ERROR_GAME_LOAD_WRONG, fname);
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}
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// DON'T ADD ANYTHING NEW BEFORE THIS POINT!
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if (ssgVersion >= VERSION(1, 4)) {
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allowAnyFilename = fp->readByte();
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}
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captureAllKeys = fp->readByte();
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fp->readByte(); // updateDisplay (part of movie playing)
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g_sludge->_txtMan->loadFont(ssgVersion, fp);
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killAllPeople();
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killAllRegions();
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int camerX = fp->readUint16BE();
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int camerY = fp->readUint16BE();
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float camerZ;
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if (ssgVersion >= VERSION(2, 0)) {
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camerZ = fp->readFloatLE();
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} else {
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camerZ = 1.0;
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}
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brightnessLevel = fp->readByte();
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g_sludge->_gfxMan->loadHSI(fp, 0, 0, true);
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g_sludge->_evtMan->loadHandlers(fp);
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loadRegions(fp);
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if (!g_sludge->_cursorMan->loadCursor(fp)) {
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return false;
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}
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LoadedFunction *rFunc;
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LoadedFunction **buildList = &allRunningFunctions;
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int countFunctions = fp->readUint16BE();
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while (countFunctions--) {
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rFunc = loadFunction(fp);
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rFunc->next = NULL;
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(*buildList) = rFunc;
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buildList = &(rFunc->next);
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}
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for (int a = 0; a < numGlobals; a++) {
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unlinkVar(globalVars[a]);
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loadVariable(&globalVars[a], fp);
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}
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loadPeople(fp);
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if (fp->readByte()) {
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if (!setFloor(fp->readUint16BE()))
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return false;
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} else
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setFloorNull();
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if (!g_sludge->_gfxMan->loadZBuffer(fp))
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return false;
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if (!g_sludge->_gfxMan->loadLightMap(ssgVersion, fp)) {
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return false;
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}
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speechMode = fp->readByte();
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fadeMode = fp->readByte();
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loadSpeech(speech, fp);
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loadStatusBars(fp);
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g_sludge->_soundMan->loadSounds(fp);
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|
|
saveEncoding = fp->readUint16BE();
|
|
|
|
if (ssgVersion >= VERSION(1, 6)) {
|
|
if (ssgVersion < VERSION(2, 0)) {
|
|
// aaLoad
|
|
fp->readByte();
|
|
fp->readFloatLE();
|
|
fp->readFloatLE();
|
|
}
|
|
|
|
blur_loadSettings(fp);
|
|
}
|
|
|
|
if (ssgVersion >= VERSION(1, 3)) {
|
|
g_sludge->_gfxMan->loadColors(fp);
|
|
|
|
// Read parallax layers
|
|
while (fp->readByte()) {
|
|
int im = fp->readUint16BE();
|
|
int fx = fp->readUint16BE();
|
|
int fy = fp->readUint16BE();
|
|
|
|
if (!g_sludge->_gfxMan->loadParallax(im, fx, fy))
|
|
return false;
|
|
}
|
|
|
|
g_sludge->_languageMan->loadLanguageSetting(fp);
|
|
}
|
|
|
|
g_sludge->_gfxMan->nosnapshot();
|
|
if (ssgVersion >= VERSION(1, 4)) {
|
|
if (fp->readByte()) {
|
|
if (!g_sludge->_gfxMan->restoreSnapshot(fp))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
delete fp;
|
|
|
|
g_sludge->_gfxMan->setCamera(camerX, camerY, camerZ);
|
|
|
|
clearStackLib();
|
|
return true;
|
|
}
|
|
|
|
} // End of namespace Sludge
|