scummvm/engines/sci/engine/savegame.h
Colin Snover 85e35943fe SCI32: Implement kLock & kDoAudio(1) for SCI32
1. Unlocking all resources of a type using a resource ID of -1 is
   gone in SCI32;
2. Audio locks need to be serialized starting in GK2 for the game's
   modified kDoAudio(1) call;
3. Audio locks in SCI3 must work more like SSCI, since at least
   Lighthouse's `BackMusic::fade` method will attempt to unlock
   audio that was never locked by a script. In SSCI (and now in
   ScummVM too) this is a no-op; previously in ScummVM, it would
   remove Audio32's own lock on the audio resource, resulting in a
   use-after-free;
4. kDoAudio(1) starting in GK2 returns the number of active
   *not-in-memory* channels being played, not the total number of
   active channels.

Fixes Trac#9675.
2017-06-09 23:00:14 -05:00

127 lines
3.6 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.
*
*/
#ifndef SCI_ENGINE_SAVEGAME_H
#define SCI_ENGINE_SAVEGAME_H
#include "common/scummsys.h"
#include "common/str.h"
#include "sci/sci.h"
namespace Sci {
struct EngineState;
/*
* Savegame format history:
*
* Version - new/changed feature
* =============================
* 44 - GK2+SCI3 audio resource locks
* 43 - stop saving SCI3 mustSetViewVisible array
* 42 - SCI3 robots and VM objects
* 41 - palette support for newer SCI2.1 games; stable SCI2/2.1 save games
* 40 - always store palvary variables
* 39 - Accurate SCI32 arrays/strings, score metadata, avatar metadata
* 38 - SCI32 cursor
* 37 - Segment entry data changed to pointers
* 36 - SCI32 bitmap segment
* 35 - SCI32 remap
* 34 - SCI32 palettes, and store play time in ticks
* 33 - new overridePriority flag in MusicEntry
* 32 - new playBed flag in MusicEntry
* 31 - priority for sound effects/music is now a signed int16, instead of a byte
* 30 - synonyms
* 29 - system strings
* 28 - heap
* 27 - script created windows
* 26 - play time
* 25 - palette intensity
* 24 - palvary
* 23 - script buffer and heap size
* 22 - game signature
* 21 - script local variables
* 20 - exports/synonyms
* 19 - exportsAreWide
* 18 - SCI32 arrays/strings
* 17 - sound
*
*/
enum {
CURRENT_SAVEGAME_VERSION = 44,
MINIMUM_SAVEGAME_VERSION = 14
#ifdef ENABLE_SCI32
,
MINIMUM_SCI32_SAVEGAME_VERSION = 41
#endif
};
// Savegame metadata
struct SavegameMetadata {
Common::String name;
int version;
Common::String gameVersion;
int saveDate;
int saveTime;
uint32 playTime;
uint16 gameObjectOffset;
uint16 script0Size;
// Used by Shivers 1
uint16 lowScore;
uint16 highScore;
// Used by MGDX
uint8 avatarId;
};
/**
* Saves a game state to the hard disk in a portable way.
* @param s The state to save
* @param save The stream to save to
* @param savename The description of the savegame
* @return 0 on success, 1 otherwise
*/
bool gamestate_save(EngineState *s, Common::WriteStream *save, const Common::String &savename, const Common::String &version);
// does a few fixups right after restoring a saved game
void gamestate_afterRestoreFixUp(EngineState *s, int savegameId);
/**
* Restores a game state from a directory.
* @param s An older state from the same game
* @param dirname The subdirectory to restore from
*/
void gamestate_restore(EngineState *s, Common::SeekableReadStream *save);
/**
* Read the header from a savegame.
*/
bool get_savegame_metadata(Common::SeekableReadStream* stream, SavegameMetadata* meta);
} // End of namespace Sci
#endif // SCI_ENGINE_SAVEGAME_H