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-rw-r--r--engines/kyra/saveload_lok.cpp300
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diff --git a/engines/kyra/saveload_lok.cpp b/engines/kyra/saveload_lok.cpp
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+++ b/engines/kyra/saveload_lok.cpp
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+/* 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/savefile.h"
+#include "common/system.h"
+
+#include "kyra/kyra_lok.h"
+#include "kyra/animator_lok.h"
+#include "kyra/screen.h"
+#include "kyra/resource.h"
+#include "kyra/sound.h"
+#include "kyra/timer.h"
+
+namespace Kyra {
+void KyraEngine_LoK::loadGame(const char *fileName) {
+ debugC(9, kDebugLevelMain, "KyraEngine_LoK::loadGame('%s')", fileName);
+
+ SaveHeader header;
+ Common::InSaveFile *in = openSaveForReading(fileName, header);
+ if (!in) {
+ warning("Can't open file '%s', game not loadable", fileName);
+ return;
+ }
+
+ if (header.originalSave) {
+ // no support for original savefile in Kyrandia 1 (yet)
+ delete in;
+ return;
+ }
+
+ 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, header.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 (header.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 (header.version == 4) {
+ in->readByte(); // Text speed
+ in->readByte(); // Walk speed
+ in->readByte(); // Music
+ in->readByte(); // Sound
+ in->readByte(); // Voice
+ }
+
+ if (header.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 (_flags.platform == Common::kPlatformFMTowns || _flags.platform == Common::kPlatformPC98) {
+ if (_curSfxFile >= _soundData->_fileListLen || _curSfxFile < 0)
+ _curSfxFile = 0;
+ _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;
+ setMousePos(brandonX, brandonY);
+
+ if (in->ioFailed())
+ error("Load failed ('%s', '%s').", fileName, header.description.c_str());
+ else
+ debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", header.description.c_str());
+
+ // 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_LoK::saveGame(const char *fileName, const char *saveName) {
+ debugC(9, kDebugLevelMain, "KyraEngine_LoK::saveGame('%s', '%s')", fileName, saveName);
+
+ if (_quitFlag)
+ return;
+
+ Common::OutSaveFile *out = openSaveForWriting(fileName, saveName);
+ if (!out)
+ return;
+
+ 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
+