scummvm/engines/cine/bg_list.cpp
Kari Salminen 2a90435e5d Fix for bug #2019355 (FW: broken compatibility with 0.11.1 saves):
- Changed savegame loading related functions to use SeekableReadStream
  rather than InSaveFile so MemoryReadStream can be used transparently.
- Fixed loadResourcesFromSave to load multiframe animations correctly
  and to load 0.11.0/0.11.1 Future Wars savegames which used a slightly
  different format.
- Added a savegame format detector that tries to detect between the old
  Future Wars savegame format, the new one and a broken revision of the
  new one.
- Changed makeLoad to first load the savegame fully into memory and only
  then handle it (If the savegame's packed then it's unpacked first). If
  the packed savegame can't tell its unpacked size (i.e. it's using zlib
  format) then we'll try to load up to 256kB of the savegame data.
Thanks to wjp for his help with nailing this release critical bug.

svn-id: r33192
2008-07-22 10:15:58 +00:00

113 lines
2.9 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/stream.h"
#include "cine/cine.h"
#include "cine/main_loop.h"
#include "cine/object.h"
#include "cine/various.h"
#include "cine/bg_list.h"
namespace Cine {
uint32 var8;
Common::List<BGIncrust> bgIncrustList;
/*! \brief Add masked sprite to the background
* \param objIdx Sprite description
*/
void addToBGList(int16 objIdx) {
renderer->incrustSprite(objectTable[objIdx]);
createBgIncrustListElement(objIdx, 0);
}
/*! \brief Add filled sprite to the background
* \param objIdx Sprite description
*/
void addSpriteFilledToBGList(int16 objIdx) {
renderer->incrustMask(objectTable[objIdx]);
createBgIncrustListElement(objIdx, 1);
}
/*! \brief Add new element to incrust list
* \param objIdx Element description
* \param param Type of element
*/
void createBgIncrustListElement(int16 objIdx, int16 param) {
BGIncrust tmp;
tmp.unkPtr = 0;
tmp.objIdx = objIdx;
tmp.param = param;
tmp.x = objectTable[objIdx].x;
tmp.y = objectTable[objIdx].y;
tmp.frame = objectTable[objIdx].frame;
tmp.part = objectTable[objIdx].part;
bgIncrustList.push_back(tmp);
}
/*! \brief Reset var8 (probably something related to bgIncrustList)
*/
void resetBgIncrustList(void) {
var8 = 0;
}
/*! \brief Restore incrust list from savefile
* \param fHandle Savefile open for reading
*/
void loadBgIncrustFromSave(Common::SeekableReadStream &fHandle) {
BGIncrust tmp;
int size = fHandle.readSint16BE();
for (int i = 0; i < size; i++) {
fHandle.readUint32BE();
fHandle.readUint32BE();
tmp.unkPtr = 0;
tmp.objIdx = fHandle.readUint16BE();
tmp.param = fHandle.readUint16BE();
tmp.x = fHandle.readUint16BE();
tmp.y = fHandle.readUint16BE();
tmp.frame = fHandle.readUint16BE();
tmp.part = fHandle.readUint16BE();
bgIncrustList.push_back(tmp);
if (tmp.param == 0) {
renderer->incrustSprite(objectTable[tmp.objIdx]);
} else {
renderer->incrustMask(objectTable[tmp.objIdx]);
}
}
}
} // End of namespace Cine