scummvm/engines/sludge/loadsave.cpp
2017-08-08 14:08:29 +02:00

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