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author | David Corrales | 2007-08-05 19:34:20 +0000 |
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committer | David Corrales | 2007-08-05 19:34:20 +0000 |
commit | 6856535010bd2fa4449bcfde1c88dc06cd46e26f (patch) | |
tree | b81a2234c2beff0312c93e039d6cafda4babeca6 /engines/kyra/saveload_v1.cpp | |
parent | 1400d28bfb37fc94f3c44dec0a4d0cef65fb8fb7 (diff) | |
parent | ec1803f838d5efc7decf75c05a1fb4a9633751e5 (diff) | |
download | scummvm-rg350-6856535010bd2fa4449bcfde1c88dc06cd46e26f.tar.gz scummvm-rg350-6856535010bd2fa4449bcfde1c88dc06cd46e26f.tar.bz2 scummvm-rg350-6856535010bd2fa4449bcfde1c88dc06cd46e26f.zip |
Merged fsnode with trunk: r27971:28460
svn-id: r28462
Diffstat (limited to 'engines/kyra/saveload_v1.cpp')
-rw-r--r-- | engines/kyra/saveload_v1.cpp | 353 |
1 files changed, 353 insertions, 0 deletions
diff --git a/engines/kyra/saveload_v1.cpp b/engines/kyra/saveload_v1.cpp new file mode 100644 index 0000000000..c2ceee1d3b --- /dev/null +++ b/engines/kyra/saveload_v1.cpp @@ -0,0 +1,353 @@ +/* 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/stdafx.h" +#include "common/endian.h" +#include "common/savefile.h" +#include "common/system.h" + +#include "kyra/kyra_v1.h" +#include "kyra/animator_v1.h" +#include "kyra/screen.h" +#include "kyra/resource.h" +#include "kyra/sound.h" +#include "kyra/timer.h" + +#define CURRENT_VERSION 8 + +// TODO: our current savefiles still use the old +// flag system to check the version, we should +// change that some day, but for now it works +#define GF_FLOPPY (1 << 0) +#define GF_TALKIE (1 << 1) +#define GF_FMTOWNS (1 << 2) + +namespace Kyra { +void KyraEngine_v1::loadGame(const char *fileName) { + debugC(9, kDebugLevelMain, "loadGame('%s')", fileName); + Common::InSaveFile *in; + + if (!(in = _saveFileMan->openForLoading(fileName))) { + warning("Can't open file '%s', game not loaded", fileName); + return; + } + + uint32 type = in->readUint32BE(); + + // FIXME: The kyra savegame code used to be endian unsafe. Uncomment the + // following line to graciously handle old savegames from LE machines. + // if (type != MKID_BE('KYRA') && type != MKID_BE('ARYK')) { + if (type != MKID_BE('KYRA')) { + warning("No Kyrandia 1 savefile header"); + delete in; + return; + } + uint32 version = in->readUint32BE(); + if (version > CURRENT_VERSION) { + warning("Savegame is not the right version (%d)", version); + delete in; + return; + } + + char saveName[31]; + in->read(saveName, 31); + + if (version >= 2) { + uint32 flags = in->readUint32BE(); + if ((flags & GF_FLOPPY) && _flags.isTalkie) { + warning("Can not load floppy savefile for this (non floppy) gameversion"); + delete in; + return; + } else if ((flags & GF_TALKIE) && !(_flags.isTalkie)) { + warning("Can not load cdrom savefile for this (non cdrom) gameversion"); + delete in; + return; + } else if ((flags & GF_FMTOWNS) && !(_flags.platform == Common::kPlatformFMTowns)) { + warning("can not load FM-Towns savefile for this (non FM-Towns) gameversion"); + delete in; + return; + } + } else { + warning("Make sure your savefile was from this version! (too old savefile version to detect that)"); + } + + snd_playSoundEffect(0x0A); + snd_playWanderScoreViaMap(0, 1); + + // unload the current voice file should fix some problems with voices + if (_currentRoom != 0xFFFF && _flags.isTalkie) { + char file[32]; + assert(_currentRoom < _roomTableSize); + int tableId = _roomTable[_currentRoom].nameIndex; + assert(tableId < _roomFilenameTableSize); + strcpy(file, _roomFilenameTable[tableId]); + strcat(file, ".VRM"); + _res->unloadPakFile(file); + } + + int brandonX = 0, brandonY = 0; + for (int i = 0; i < 11; i++) { + _characterList[i].sceneId = in->readUint16BE(); + _characterList[i].height = in->readByte(); + _characterList[i].facing = in->readByte(); + _characterList[i].currentAnimFrame = in->readUint16BE(); + //_characterList[i].unk6 = in->readUint32BE(); + in->read(_characterList[i].inventoryItems, 10); + _characterList[i].x1 = in->readSint16BE(); + _characterList[i].y1 = in->readSint16BE(); + _characterList[i].x2 = in->readSint16BE(); + _characterList[i].y2 = in->readSint16BE(); + if (i == 0) { + brandonX = _characterList[i].x1; + brandonY = _characterList[i].y1; + } + //_characterList[i].field_20 = in->readUint16BE(); + //_characterList[i].field_23 = in->readUint16BE(); + } + + _marbleVaseItem = in->readSint16BE(); + _itemInHand = in->readByte(); + + for (int i = 0; i < 4; ++i) + _birthstoneGemTable[i] = in->readByte(); + for (int i = 0; i < 3; ++i) + _idolGemsTable[i] = in->readByte(); + for (int i = 0; i < 3; ++i) + _foyerItemTable[i] = in->readByte(); + _cauldronState = in->readByte(); + for (int i = 0; i < 2; ++i) + _crystalState[i] = in->readByte(); + + _brandonStatusBit = in->readUint16BE(); + _brandonStatusBit0x02Flag = in->readByte(); + _brandonStatusBit0x20Flag = in->readByte(); + in->read(_brandonPoisonFlagsGFX, 256); + _brandonInvFlag = in->readSint16BE(); + _poisonDeathCounter = in->readByte(); + _animator->_brandonDrawFrame = in->readUint16BE(); + + _timer->loadDataFromFile(in, version); + + memset(_flagsTable, 0, sizeof(_flagsTable)); + uint32 flagsSize = in->readUint32BE(); + assert(flagsSize <= sizeof(_flagsTable)); + in->read(_flagsTable, flagsSize); + + for (int i = 0; i < _roomTableSize; ++i) { + for (int item = 0; item < 12; ++item) { + _roomTable[i].itemsTable[item] = 0xFF; + _roomTable[i].itemsXPos[item] = 0xFFFF; + _roomTable[i].itemsYPos[item] = 0xFF; + _roomTable[i].needInit[item] = 0; + } + } + + uint16 sceneId = 0; + + while (true) { + sceneId = in->readUint16BE(); + if (sceneId == 0xFFFF) + break; + assert(sceneId < _roomTableSize); + _roomTable[sceneId].nameIndex = in->readByte(); + + for (int i = 0; i < 12; i++) { + _roomTable[sceneId].itemsTable[i] = in->readByte(); + _roomTable[sceneId].itemsXPos[i] = in->readUint16BE(); + _roomTable[sceneId].itemsYPos[i] = in->readUint16BE(); + _roomTable[sceneId].needInit[i] = in->readByte(); + } + } + if (version >= 3) { + _lastMusicCommand = in->readSint16BE(); + if (_lastMusicCommand != -1) + snd_playWanderScoreViaMap(_lastMusicCommand, 1); + } + + // Version 4 stored settings in the savegame. As of version 5, they are + // handled by the config manager. + + if (version == 4) { + in->readByte(); // Text speed + in->readByte(); // Walk speed + in->readByte(); // Music + in->readByte(); // Sound + in->readByte(); // Voice + } + + if (version >= 7) { + _curSfxFile = in->readByte(); + + // In the first version when this entry was introduced, + // it wasn't made sure that _curSfxFile was initialized + // so if it's out of bounds we just set it to 0. + if (_curSfxFile >= _soundFilesTownsCount || _curSfxFile < 0) + _curSfxFile = 0; + + if (_flags.platform == Common::kPlatformFMTowns) + _sound->loadSoundFile(_curSfxFile); + } + + _screen->_disableScreen = true; + loadMainScreen(8); + + if (queryGameFlag(0x2D)) { + _screen->loadBitmap("AMULET3.CPS", 10, 10, 0); + if (!queryGameFlag(0xF1)) { + for (int i = 0x55; i <= 0x5A; ++i) { + if (queryGameFlag(i)) + seq_createAmuletJewel(i-0x55, 10, 1, 1); + } + } + _screen->copyRegion(0, 0, 0, 0, 320, 200, 10, 8); + _screen->copyRegion(0, 0, 0, 0, 320, 200, 8, 0); + } + + createMouseItem(_itemInHand); + _animator->setBrandonAnimSeqSize(3, 48); + redrawInventory(0); + _animator->_noDrawShapesFlag = 1; + enterNewScene(_currentCharacter->sceneId, _currentCharacter->facing, 0, 0, 1); + _animator->_noDrawShapesFlag = 0; + + _currentCharacter->x1 = brandonX; + _currentCharacter->y1 = brandonY; + _animator->animRefreshNPC(0); + _animator->restoreAllObjectBackgrounds(); + _animator->preserveAnyChangedBackgrounds(); + _animator->prepDrawAllObjects(); + _animator->copyChangedObjectsForward(0); + _screen->copyRegion(8, 8, 8, 8, 304, 128, 2, 0); + _screen->_disableScreen = false; + _screen->updateScreen(); + + _abortWalkFlag = true; + _abortWalkFlag2 = false; + _mousePressFlag = false; + _system->warpMouse(brandonX, brandonY); + + if (in->ioFailed()) + error("Load failed."); + else + debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", saveName); + + // We didn't explicitly set the walk speed, but it's saved as part of + // the _timers array, so we need to re-sync it with _configWalkspeed. + setWalkspeed(_configWalkspeed); + + delete in; +} + +void KyraEngine_v1::saveGame(const char *fileName, const char *saveName) { + debugC(9, kDebugLevelMain, "saveGame('%s', '%s')", fileName, saveName); + Common::OutSaveFile *out; + if (_quitFlag) return; + + if (!(out = _saveFileMan->openForSaving(fileName))) { + warning("Can't create file '%s', game not saved", fileName); + return; + } + + // Savegame version + out->writeUint32BE(MKID_BE('KYRA')); + out->writeUint32BE(CURRENT_VERSION); + out->write(saveName, 31); + if (_flags.isTalkie) + out->writeUint32BE(GF_TALKIE); + else if (_flags.platform == Common::kPlatformFMTowns) + out->writeUint32BE(GF_FMTOWNS); + else + out->writeUint32BE(GF_FLOPPY); + + for (int i = 0; i < 11; i++) { + out->writeUint16BE(_characterList[i].sceneId); + out->writeByte(_characterList[i].height); + out->writeByte(_characterList[i].facing); + out->writeUint16BE(_characterList[i].currentAnimFrame); + //out->writeUint32BE(_characterList[i].unk6); + out->write(_characterList[i].inventoryItems, 10); + out->writeSint16BE(_characterList[i].x1); + out->writeSint16BE(_characterList[i].y1); + out->writeSint16BE(_characterList[i].x2); + out->writeSint16BE(_characterList[i].y2); + //out->writeUint16BE(_characterList[i].field_20); + //out->writeUint16BE(_characterList[i].field_23); + } + + out->writeSint16BE(_marbleVaseItem); + out->writeByte(_itemInHand); + + for (int i = 0; i < 4; ++i) + out->writeByte(_birthstoneGemTable[i]); + for (int i = 0; i < 3; ++i) + out->writeByte(_idolGemsTable[i]); + for (int i = 0; i < 3; ++i) + out->writeByte(_foyerItemTable[i]); + out->writeByte(_cauldronState); + for (int i = 0; i < 2; ++i) + out->writeByte(_crystalState[i]); + + out->writeUint16BE(_brandonStatusBit); + out->writeByte(_brandonStatusBit0x02Flag); + out->writeByte(_brandonStatusBit0x20Flag); + out->write(_brandonPoisonFlagsGFX, 256); + out->writeSint16BE(_brandonInvFlag); + out->writeByte(_poisonDeathCounter); + out->writeUint16BE(_animator->_brandonDrawFrame); + + _timer->saveDataToFile(out); + + out->writeUint32BE(sizeof(_flagsTable)); + out->write(_flagsTable, sizeof(_flagsTable)); + + for (uint16 i = 0; i < _roomTableSize; i++) { + out->writeUint16BE(i); + out->writeByte(_roomTable[i].nameIndex); + for (int a = 0; a < 12; a++) { + out->writeByte(_roomTable[i].itemsTable[a]); + out->writeUint16BE(_roomTable[i].itemsXPos[a]); + out->writeUint16BE(_roomTable[i].itemsYPos[a]); + out->writeByte(_roomTable[i].needInit[a]); + } + } + // room table terminator + out->writeUint16BE(0xFFFF); + + out->writeSint16BE(_lastMusicCommand); + + out->writeByte(_curSfxFile); + + out->finalize(); + + // check for errors + if (out->ioFailed()) + warning("Can't write file '%s'. (Disk full?)", fileName); + else + debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName); + + delete out; +} +} // end of namespace Kyra + |