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author | Kari Salminen | 2008-07-27 14:33:37 +0000 |
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committer | Kari Salminen | 2008-07-27 14:33:37 +0000 |
commit | 955d0700f55b21e6e70668170869f72ad9746bd7 (patch) | |
tree | 03d5b5105213634138e13a708555bb1c021b2975 /engines/cine | |
parent | 387134a16a144df3c9512e8c61901e7b7142e540 (diff) | |
download | scummvm-rg350-955d0700f55b21e6e70668170869f72ad9746bd7.tar.gz scummvm-rg350-955d0700f55b21e6e70668170869f72ad9746bd7.tar.bz2 scummvm-rg350-955d0700f55b21e6e70668170869f72ad9746bd7.zip |
Cut savegame loading into smaller functional parts (resetEngine, loadPlainSave etc).
svn-id: r33338
Diffstat (limited to 'engines/cine')
-rw-r--r-- | engines/cine/cine.h | 2 | ||||
-rw-r--r-- | engines/cine/various.cpp | 237 |
2 files changed, 125 insertions, 114 deletions
diff --git a/engines/cine/cine.h b/engines/cine/cine.h index 06f2dfd982..20e32b0df7 100644 --- a/engines/cine/cine.h +++ b/engines/cine/cine.h @@ -98,6 +98,8 @@ public: private: void initialize(void); + void resetEngine(); + bool loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat); bool makeLoad(char *saveName); void mainLoop(int bootScriptIdx); void readVolCnf(); diff --git a/engines/cine/various.cpp b/engines/cine/various.cpp index f3b8cc2582..383cda1875 100644 --- a/engines/cine/various.cpp +++ b/engines/cine/various.cpp @@ -408,70 +408,13 @@ void loadOverlayFromSave(Common::SeekableReadStream &fHandle) { overlayList.push_back(tmp); } -/*! \todo Implement Operation Stealth loading, this is obviously Future Wars only - * \todo Add support for loading the zoneQuery table (Operation Stealth specific) - */ -bool CineEngine::makeLoad(char *saveName) { - int16 i; - int16 size; - char bgName[13]; - - Common::SharedPtr<Common::InSaveFile> saveFile(g_saveFileMan->openForLoading(saveName)); - - if (!saveFile) { - drawString(otherMessages[0], 0); - waitPlayerInput(); - // restoreScreen(); - checkDataDisk(-1); - return false; - } - - uint32 saveSize = saveFile->size(); - if (saveSize == 0) { // Savefile's compressed using zlib format can't tell their unpacked size, test for it - // Can't get information about the savefile's size so let's try - // reading as much as we can from the file up to a predefined upper limit. - // - // Some estimates for maximum savefile sizes (All with 255 animDataTable entries of 30 bytes each): - // With 256 global scripts, object scripts, overlays and background incrusts: - // 0x2315 + (255 * 30) + (2 * 6) + (206 + 206 + 20 + 20) * 256 = ~129kB - // With 512 global scripts, object scripts, overlays and background incrusts: - // 0x2315 + (255 * 30) + (2 * 6) + (206 + 206 + 20 + 20) * 512 = ~242kB - // - // I think it extremely unlikely that there would be over 512 global scripts, object scripts, - // overlays and background incrusts so 256kB seems like quite a safe upper limit. - // NOTE: If the savegame format is changed then this value might have to be re-evaluated! - // Hopefully devices with more limited memory can also cope with this memory allocation. - saveSize = 256 * 1024; - } - Common::SharedPtr<Common::MemoryReadStream> fHandle(saveFile->readStream(saveSize)); - - // Try to detect the used savegame format - enum CineSaveGameFormat saveGameFormat = detectSaveGameFormat(*fHandle); - - // Handle problematic savegame formats - if (saveGameFormat == ANIMSIZE_30_PTRS_BROKEN) { - // One might be able to load the ANIMSIZE_30_PTRS_BROKEN format but - // that's not implemented here because it was never used in a stable - // release of ScummVM but only during development (From revision 31453, - // which introduced the problem, until revision 32073, which fixed it). - // Therefore be bail out if we detect this particular savegame format. - warning("Detected a known broken savegame format, not loading savegame"); - return false; - } else if (saveGameFormat == ANIMSIZE_UNKNOWN) { - // If we can't detect the savegame format - // then let's try the default format and hope for the best. - warning("Couldn't detect the used savegame format, trying default savegame format. Things may break"); - saveGameFormat = ANIMSIZE_30_PTRS_INTACT; - } - // Now we should have either of these formats - assert(saveGameFormat == ANIMSIZE_23 || saveGameFormat == ANIMSIZE_30_PTRS_INTACT); - +void CineEngine::resetEngine() { g_sound->stopMusic(); freeAnimDataTable(); overlayList.clear(); - // if (g_cine->getGameType() == Cine::GType_OS) { - // freeUnkList(); - // } + if (g_cine->getGameType() == Cine::GType_OS) { + seqList.clear(); + } bgIncrustList.clear(); closePart(); @@ -481,7 +424,7 @@ bool CineEngine::makeLoad(char *saveName) { scriptTable.clear(); messageTable.clear(); - for (i = 0; i < NUM_MAX_OBJECT; i++) { + for (int i = 0; i < NUM_MAX_OBJECT; i++) { objectTable[i].part = 0; objectTable[i].name[0] = 0; objectTable[i].frame = 0; @@ -514,29 +457,34 @@ bool CineEngine::makeLoad(char *saveName) { renderer->clear(); checkForPendingDataLoadSwitch = 0; +} +bool CineEngine::loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat) { + int16 i; + int16 size; + char bgName[13]; // At savefile position 0x0000: - currentDisk = fHandle->readUint16BE(); + currentDisk = in.readUint16BE(); // At 0x0002: - fHandle->read(currentPartName, 13); + in.read(currentPartName, 13); // At 0x000F: - fHandle->read(currentDatName, 13); + in.read(currentDatName, 13); // At 0x001C: - saveVar2 = fHandle->readSint16BE(); + saveVar2 = in.readSint16BE(); // At 0x001E: - fHandle->read(currentPrcName, 13); + in.read(currentPrcName, 13); // At 0x002B: - fHandle->read(currentRelName, 13); + in.read(currentRelName, 13); // At 0x0038: - fHandle->read(currentMsgName, 13); + in.read(currentMsgName, 13); // At 0x0045: - fHandle->read(bgName, 13); + in.read(bgName, 13); // At 0x0052: - fHandle->read(currentCtName, 13); + in.read(currentCtName, 13); checkDataDisk(currentDisk); @@ -561,109 +509,109 @@ bool CineEngine::makeLoad(char *saveName) { } // At 0x005F: - fHandle->readUint16BE(); + in.readUint16BE(); // At 0x0061: - fHandle->readUint16BE(); + in.readUint16BE(); // At 0x0063: for (i = 0; i < 255; i++) { // At 0x0063 + i * 32 + 0: - objectTable[i].x = fHandle->readSint16BE(); + objectTable[i].x = in.readSint16BE(); // At 0x0063 + i * 32 + 2: - objectTable[i].y = fHandle->readSint16BE(); + objectTable[i].y = in.readSint16BE(); // At 0x0063 + i * 32 + 4: - objectTable[i].mask = fHandle->readUint16BE(); + objectTable[i].mask = in.readUint16BE(); // At 0x0063 + i * 32 + 6: - objectTable[i].frame = fHandle->readSint16BE(); + objectTable[i].frame = in.readSint16BE(); // At 0x0063 + i * 32 + 8: - objectTable[i].costume = fHandle->readSint16BE(); + objectTable[i].costume = in.readSint16BE(); // At 0x0063 + i * 32 + 10: - fHandle->read(objectTable[i].name, 20); + in.read(objectTable[i].name, 20); // At 0x0063 + i * 32 + 30: - objectTable[i].part = fHandle->readUint16BE(); + objectTable[i].part = in.readUint16BE(); } // At 0x2043 (i.e. 0x0063 + 255 * 32): - renderer->restorePalette(*fHandle); + renderer->restorePalette(in); // At 0x2083 (i.e. 0x2043 + 16 * 2 * 2): - globalVars.load(*fHandle, NUM_MAX_VAR - 1); + globalVars.load(in, NUM_MAX_VAR - 1); // At 0x2281 (i.e. 0x2083 + 255 * 2): for (i = 0; i < 16; i++) { // At 0x2281 + i * 2: - zoneData[i] = fHandle->readUint16BE(); + zoneData[i] = in.readUint16BE(); } // At 0x22A1 (i.e. 0x2281 + 16 * 2): for (i = 0; i < 4; i++) { // At 0x22A1 + i * 2: - commandVar3[i] = fHandle->readUint16BE(); + commandVar3[i] = in.readUint16BE(); } // At 0x22A9 (i.e. 0x22A1 + 4 * 2): - fHandle->read(commandBuffer, 0x50); + in.read(commandBuffer, 0x50); renderer->setCommand(commandBuffer); // At 0x22F9 (i.e. 0x22A9 + 0x50): - renderer->_cmdY = fHandle->readUint16BE(); + renderer->_cmdY = in.readUint16BE(); // At 0x22FB: - bgVar0 = fHandle->readUint16BE(); + bgVar0 = in.readUint16BE(); // At 0x22FD: - allowPlayerInput = fHandle->readUint16BE(); + allowPlayerInput = in.readUint16BE(); // At 0x22FF: - playerCommand = fHandle->readSint16BE(); + playerCommand = in.readSint16BE(); // At 0x2301: - commandVar1 = fHandle->readSint16BE(); + commandVar1 = in.readSint16BE(); // At 0x2303: - isDrawCommandEnabled = fHandle->readUint16BE(); + isDrawCommandEnabled = in.readUint16BE(); // At 0x2305: - var5 = fHandle->readUint16BE(); + var5 = in.readUint16BE(); // At 0x2307: - var4 = fHandle->readUint16BE(); + var4 = in.readUint16BE(); // At 0x2309: - var3 = fHandle->readUint16BE(); + var3 = in.readUint16BE(); // At 0x230B: - var2 = fHandle->readUint16BE(); + var2 = in.readUint16BE(); // At 0x230D: - commandVar2 = fHandle->readSint16BE(); + commandVar2 = in.readSint16BE(); // At 0x230F: - renderer->_messageBg = fHandle->readUint16BE(); + renderer->_messageBg = in.readUint16BE(); // At 0x2311: - fHandle->readUint16BE(); + in.readUint16BE(); // At 0x2313: - fHandle->readUint16BE(); + in.readUint16BE(); // At 0x2315: - loadResourcesFromSave(*fHandle, saveGameFormat); + loadResourcesFromSave(in, saveGameFormat); // TODO: handle screen params (really required ?) - fHandle->readUint16BE(); - fHandle->readUint16BE(); - fHandle->readUint16BE(); - fHandle->readUint16BE(); - fHandle->readUint16BE(); - fHandle->readUint16BE(); - - size = fHandle->readSint16BE(); + in.readUint16BE(); + in.readUint16BE(); + in.readUint16BE(); + in.readUint16BE(); + in.readUint16BE(); + in.readUint16BE(); + + size = in.readSint16BE(); for (i = 0; i < size; i++) { - loadScriptFromSave(*fHandle, true); + loadScriptFromSave(in, true); } - size = fHandle->readSint16BE(); + size = in.readSint16BE(); for (i = 0; i < size; i++) { - loadScriptFromSave(*fHandle, false); + loadScriptFromSave(in, false); } - size = fHandle->readSint16BE(); + size = in.readSint16BE(); for (i = 0; i < size; i++) { - loadOverlayFromSave(*fHandle); + loadOverlayFromSave(in); } - loadBgIncrustFromSave(*fHandle); + loadBgIncrustFromSave(in); if (strlen(currentMsgName)) { loadMsg(currentMsgName); @@ -683,6 +631,67 @@ bool CineEngine::makeLoad(char *saveName) { return true; } +/*! \todo Implement Operation Stealth loading, this is obviously Future Wars only + * \todo Add support for loading the zoneQuery table (Operation Stealth specific) + */ +bool CineEngine::makeLoad(char *saveName) { + Common::SharedPtr<Common::InSaveFile> saveFile(g_saveFileMan->openForLoading(saveName)); + + if (!saveFile) { + drawString(otherMessages[0], 0); + waitPlayerInput(); + // restoreScreen(); + checkDataDisk(-1); + return false; + } + + uint32 saveSize = saveFile->size(); + if (saveSize == 0) { // Savefile's compressed using zlib format can't tell their unpacked size, test for it + // Can't get information about the savefile's size so let's try + // reading as much as we can from the file up to a predefined upper limit. + // + // Some estimates for maximum savefile sizes (All with 255 animDataTable entries of 30 bytes each): + // With 256 global scripts, object scripts, overlays and background incrusts: + // 0x2315 + (255 * 30) + (2 * 6) + (206 + 206 + 20 + 20) * 256 = ~129kB + // With 512 global scripts, object scripts, overlays and background incrusts: + // 0x2315 + (255 * 30) + (2 * 6) + (206 + 206 + 20 + 20) * 512 = ~242kB + // + // I think it extremely unlikely that there would be over 512 global scripts, object scripts, + // overlays and background incrusts so 256kB seems like quite a safe upper limit. + // NOTE: If the savegame format is changed then this value might have to be re-evaluated! + // Hopefully devices with more limited memory can also cope with this memory allocation. + saveSize = 256 * 1024; + } + Common::SharedPtr<Common::MemoryReadStream> in(saveFile->readStream(saveSize)); + + // Try to detect the used savegame format + enum CineSaveGameFormat saveGameFormat = detectSaveGameFormat(*in); + + // Handle problematic savegame formats + if (saveGameFormat == ANIMSIZE_30_PTRS_BROKEN) { + // One might be able to load the ANIMSIZE_30_PTRS_BROKEN format but + // that's not implemented here because it was never used in a stable + // release of ScummVM but only during development (From revision 31453, + // which introduced the problem, until revision 32073, which fixed it). + // Therefore be bail out if we detect this particular savegame format. + warning("Detected a known broken savegame format, not loading savegame"); + return false; + } else if (saveGameFormat == ANIMSIZE_UNKNOWN) { + // If we can't detect the savegame format + // then let's try the default format and hope for the best. + warning("Couldn't detect the used savegame format, trying default savegame format. Things may break"); + saveGameFormat = ANIMSIZE_30_PTRS_INTACT; + } + // Now we should have either of these formats + assert(saveGameFormat == ANIMSIZE_23 || saveGameFormat == ANIMSIZE_30_PTRS_INTACT); + + // Reset the engine's state + resetEngine(); + + // Load the plain Future Wars savegame format + return loadPlainSaveFW(*in, saveGameFormat); +} + /*! \todo Add support for saving the zoneQuery table (Operation Stealth specific) */ void makeSave(char *saveFileName) { |