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