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authorKari Salminen2008-07-28 16:02:40 +0000
committerKari Salminen2008-07-28 16:02:40 +0000
commitadd07fceaaa2cbbc9e286c420d4bc66c4d17dc36 (patch)
tree289c765b669041d667f2991374fdaa2a40621295 /engines/cine
parentec04a81e81615fed1b10f1887ada097365a97a84 (diff)
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Added loading of temporary Operation Stealth savegames. Needs testing!
- Music related settings and adBgVar0 & adBgVar1 aren't loaded currently. Modified resetEngine to also reset more of the Operation Stealth specific variables. Added getter for background scrolling value. Changed additional background indices 1 & 2 from byte to uint16. Made savegame loading functions return !in.ioFailed() as return value instead of true as previously. svn-id: r33379
Diffstat (limited to 'engines/cine')
-rw-r--r--engines/cine/bg.cpp2
-rw-r--r--engines/cine/bg.h4
-rw-r--r--engines/cine/gfx.cpp13
-rw-r--r--engines/cine/gfx.h2
-rw-r--r--engines/cine/various.cpp160
5 files changed, 162 insertions, 19 deletions
diff --git a/engines/cine/bg.cpp b/engines/cine/bg.cpp
index c5b7fb4e3d..2a4e7f0ab1 100644
--- a/engines/cine/bg.cpp
+++ b/engines/cine/bg.cpp
@@ -35,7 +35,7 @@ namespace Cine {
uint16 bgVar0;
byte *additionalBgTable[9];
-byte currentAdditionalBgIdx = 0, currentAdditionalBgIdx2 = 0;
+int16 currentAdditionalBgIdx = 0, currentAdditionalBgIdx2 = 0;
byte loadCtFW(const char *ctName) {
uint16 header[32];
diff --git a/engines/cine/bg.h b/engines/cine/bg.h
index ba3548fa4f..9f97bc467d 100644
--- a/engines/cine/bg.h
+++ b/engines/cine/bg.h
@@ -35,8 +35,8 @@ void addBackground(const char *bgName, uint16 bgIdx);
extern uint16 bgVar0;
-extern byte currentAdditionalBgIdx;
-extern byte currentAdditionalBgIdx2;
+extern int16 currentAdditionalBgIdx;
+extern int16 currentAdditionalBgIdx2;
} // End of namespace Cine
diff --git a/engines/cine/gfx.cpp b/engines/cine/gfx.cpp
index dfff47e969..cbddf0fc59 100644
--- a/engines/cine/gfx.cpp
+++ b/engines/cine/gfx.cpp
@@ -601,6 +601,12 @@ void FWRenderer::setScroll(unsigned int shift) {
error("Future Wars renderer doesn't support multiple backgrounds");
}
+/*! \brief Future Wars has no scrolling backgrounds so scroll value is always zero.
+ */
+uint FWRenderer::getScroll() const {
+ return 0;
+}
+
/*! \brief Placeholder for Operation Stealth implementation
*/
void FWRenderer::removeBg(unsigned int idx) {
@@ -1290,6 +1296,13 @@ void OSRenderer::setScroll(unsigned int shift) {
_bgShift = shift;
}
+/*! \brief Get background scroll
+ * \return Background scroll in pixels
+ */
+uint OSRenderer::getScroll() const {
+ return _bgShift;
+}
+
/*! \brief Unload background from renderer
* \param idx Background to unload
*/
diff --git a/engines/cine/gfx.h b/engines/cine/gfx.h
index d2cdd2ddf6..6a3aa1ef89 100644
--- a/engines/cine/gfx.h
+++ b/engines/cine/gfx.h
@@ -108,6 +108,7 @@ public:
virtual void selectBg(unsigned int idx);
virtual void selectScrollBg(unsigned int idx);
virtual void setScroll(unsigned int shift);
+ virtual uint getScroll() const;
virtual void removeBg(unsigned int idx);
virtual void saveBgNames(Common::OutSaveFile &fHandle);
@@ -164,6 +165,7 @@ public:
void selectBg(unsigned int idx);
void selectScrollBg(unsigned int idx);
void setScroll(unsigned int shift);
+ uint getScroll() const;
void removeBg(unsigned int idx);
void saveBgNames(Common::OutSaveFile &fHandle);
diff --git a/engines/cine/various.cpp b/engines/cine/various.cpp
index 02e09be88a..379b723d2c 100644
--- a/engines/cine/various.cpp
+++ b/engines/cine/various.cpp
@@ -562,9 +562,6 @@ void CineEngine::resetEngine() {
g_sound->stopMusic();
freeAnimDataTable();
overlayList.clear();
- if (g_cine->getGameType() == Cine::GType_OS) {
- seqList.clear();
- }
bgIncrustList.clear();
closePart();
@@ -607,6 +604,16 @@ void CineEngine::resetEngine() {
renderer->clear();
checkForPendingDataLoadSwitch = 0;
+
+ if (g_cine->getGameType() == Cine::GType_OS) {
+ seqList.clear();
+ currentAdditionalBgIdx = 0;
+ currentAdditionalBgIdx2 = 0;
+ // TODO: Add resetting of the following variables
+ // adBgVar1 = 0;
+ // adBgVar0 = 0;
+ // gfxFadeOutCompleted = 0;
+ }
}
bool loadObjectTable(Common::SeekableReadStream &in) {
@@ -704,10 +711,137 @@ bool loadZoneQuery(Common::SeekableReadStream &in) {
return !in.ioFailed();
}
-// TODO: Implement this function
bool CineEngine::loadTempSaveOS(Common::SeekableReadStream &in) {
- warning("loadTempSaveOS: This is a stub. Temporary Operation Stealth savegame loading not yet implemented");
- return false;
+ char musicName[13];
+ char bgNames[8][13];
+
+ // First check the temporary Operation Stealth savegame format header.
+ ChunkHeader hdr;
+ loadChunkHeader(in, hdr);
+ if (hdr.id != TEMP_OS_FORMAT_ID) {
+ warning("loadTempSaveOS: File has incorrect identifier. Not loading savegame");
+ return false;
+ } else if (hdr.version > CURRENT_OS_SAVE_VER) {
+ warning("loadTempSaveOS: Detected newer format version. Not loading savegame");
+ return false;
+ } else if (hdr.version < CURRENT_OS_SAVE_VER) {
+ warning("loadTempSaveOS: Detected older format version. Trying to load nonetheless. Things may break");
+ } else { // hdr.id == TEMP_OS_FORMAT_ID && hdr.version == CURRENT_OS_SAVE_VER
+ debug(3, "loadTempSaveOS: Found correct header (Both the identifier and version number match).");
+ }
+
+ // There shouldn't be any data in the header's chunk currently so it's an error if there is.
+ if (hdr.size > 0) {
+ warning("loadTempSaveOS: Format header's chunk seems to contain data so format is incorrect. Not loading savegame");
+ return false;
+ }
+
+ // Ok, so we've got a correct header for a temporary Operation Stealth savegame.
+ // Let's start loading the plain savegame data then.
+ currentDisk = in.readUint16BE();
+ in.read(currentPartName, 13);
+ in.read(currentPrcName, 13);
+ in.read(currentRelName, 13);
+ in.read(currentMsgName, 13);
+
+ // Load the 8 background names.
+ for (uint i = 0; i < 8; i++) {
+ in.read(bgNames[i], 13);
+ }
+
+ in.read(currentCtName, 13);
+
+ loadObjectTable(in);
+ renderer->restorePalette(in);
+ globalVars.load(in, NUM_MAX_VAR);
+ loadZoneData(in);
+ loadCommandVariables(in);
+ in.read(commandBuffer, 0x50);
+ loadZoneQuery(in);
+
+ // TODO: Use the loaded string (Current music name (String, 13 bytes)).
+ in.read(musicName, 13);
+
+ // TODO: Use the loaded value (Is music loaded? (Uint16BE, Boolean)).
+ in.readUint16BE();
+
+ // TODO: Use the loaded value (Is music playing? (Uint16BE, Boolean)).
+ in.readUint16BE();
+
+ renderer->_cmdY = in.readUint16BE();
+ in.readUint16BE(); // Some unknown variable that seems to always be zero
+ allowPlayerInput = in.readUint16BE();
+ playerCommand = in.readUint16BE();
+ commandVar1 = in.readUint16BE();
+ isDrawCommandEnabled = in.readUint16BE();
+ var5 = in.readUint16BE();
+ var4 = in.readUint16BE();
+ var3 = in.readUint16BE();
+ var2 = in.readUint16BE();
+ commandVar2 = in.readUint16BE();
+ renderer->_messageBg = in.readUint16BE();
+
+ // TODO: Use the loaded value (adBgVar1 (Uint16BE)).
+ in.readUint16BE();
+
+ currentAdditionalBgIdx = in.readSint16BE();
+ currentAdditionalBgIdx2 = in.readSint16BE();
+
+ // TODO: Check whether the scroll value really gets used correctly after this.
+ // Note that the backgrounds are loaded only later than this value is set.
+ renderer->setScroll(in.readUint16BE());
+
+ // TODO: Use the loaded value (adBgVar0 (Uint16BE). Maybe this means bgVar0?).
+ in.readUint16BE();
+
+ disableSystemMenu = in.readUint16BE();
+
+ // TODO: adBgVar1 = 1 here
+
+ // Load the animDataTable entries
+ in.readUint16BE(); // Entry count (255 in the PC version of Operation Stealth).
+ in.readUint16BE(); // Entry size (36 in the PC version of Operation Stealth).
+ loadResourcesFromSave(in, ANIMSIZE_30_PTRS_INTACT);
+
+ loadScreenParams(in);
+ loadGlobalScripts(in);
+ loadObjectScripts(in);
+ loadSeqList(in);
+ loadOverlayList(in);
+ loadBgIncrustFromSave(in);
+
+ if (strlen(currentPrcName)) {
+ loadPrc(currentPrcName);
+ }
+
+ if (strlen(currentRelName)) {
+ loadRel(currentRelName);
+ }
+
+ if (strlen(currentMsgName)) {
+ loadMsg(currentMsgName);
+ }
+
+ // Load first background (Uses loadBg)
+ if (strlen(bgNames[0])) {
+ loadBg(bgNames[0]);
+ }
+
+ // Add backgrounds 1-7 (Uses addBackground)
+ for (int i = 1; i < 8; i++) {
+ if (strlen(bgNames[i])) {
+ addBackground(bgNames[i], i);
+ }
+ }
+
+ if (strlen(currentCtName)) {
+ loadCtOS(currentCtName);
+ }
+
+ // TODO: Add current music loading and playing here
+ // TODO: Palette handling?
+
+ return !in.ioFailed();
}
bool CineEngine::loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFormat saveGameFormat) {
@@ -830,12 +964,9 @@ bool CineEngine::loadPlainSaveFW(Common::SeekableReadStream &in, CineSaveGameFor
}*/
}
- return true;
+ return !in.ioFailed();
}
-/*! \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));
@@ -1107,11 +1238,8 @@ void CineEngine::makeSystemMenu(void) {
}
/**
- * Save an Operation Stealth type savegame. WIP! Not yet enabled by default!
+ * Save an Operation Stealth type savegame. WIP!
*
- * TODO: Add some kind of a header to the Operation Stealth's savegame file
- * that differentiates it from any of the plain data savegame formats used by
- * the already officially supported Future Wars.
* NOTE: This is going to be very much a work in progress so the Operation Stealth's
* savegame formats that are going to be tried are extremely probably not going
* to be supported at all after Operation Stealth becomes officially supported.
@@ -1173,8 +1301,8 @@ void CineEngine::makeSaveOS(Common::OutSaveFile &out) {
// FIXME: Save proper value for this variable, currently writing zero.
// An unknown variable at 0x295E: adBgVar1 (Uint16BE).
out.writeUint16BE(0);
- out.writeUint16BE(currentAdditionalBgIdx);
- out.writeUint16BE(currentAdditionalBgIdx2);
+ out.writeSint16BE(currentAdditionalBgIdx);
+ out.writeSint16BE(currentAdditionalBgIdx2);
// FIXME: Save proper value for this variable, currently writing zero.
// 0x2954: additionalBgVScroll (Uint16BE). This probably means renderer->_bgShift.
out.writeUint16BE(0);