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Diffstat (limited to 'engines/sci/engine/savegame.cpp')
-rw-r--r--engines/sci/engine/savegame.cpp111
1 files changed, 104 insertions, 7 deletions
diff --git a/engines/sci/engine/savegame.cpp b/engines/sci/engine/savegame.cpp
index 165c147c1c..fcb65157d8 100644
--- a/engines/sci/engine/savegame.cpp
+++ b/engines/sci/engine/savegame.cpp
@@ -39,6 +39,7 @@
#include "sci/engine/vm_types.h"
#include "sci/engine/script.h" // for SCI_OBJ_EXPORTS and SCI_OBJ_SYNONYMS
#include "sci/graphics/helpers.h"
+#include "sci/graphics/menu.h"
#include "sci/graphics/palette.h"
#include "sci/graphics/ports.h"
#include "sci/graphics/screen.h"
@@ -957,7 +958,8 @@ bool gamestate_save(EngineState *s, Common::WriteStream *fh, const Common::Strin
extern void showScummVMDialog(const Common::String &message);
void gamestate_delayedrestore(EngineState *s) {
- Common::String fileName = g_sci->getSavegameName(s->_delayedRestoreGameId);
+ int savegameId = s->_delayedRestoreGameId; // delayedRestoreGameId gets destroyed within gamestate_restore()!
+ Common::String fileName = g_sci->getSavegameName(savegameId);
Common::SeekableReadStream *in = g_sci->getSaveFileManager()->openForLoading(fileName);
if (in) {
@@ -965,6 +967,7 @@ void gamestate_delayedrestore(EngineState *s) {
gamestate_restore(s, in);
delete in;
if (s->r_acc != make_reg(0, 1)) {
+ gamestate_afterRestoreFixUp(s, savegameId);
return;
}
}
@@ -972,6 +975,73 @@ void gamestate_delayedrestore(EngineState *s) {
error("Restoring gamestate '%s' failed", fileName.c_str());
}
+void gamestate_afterRestoreFixUp(EngineState *s, int savegameId) {
+ switch (g_sci->getGameId()) {
+ case GID_MOTHERGOOSE:
+ // WORKAROUND: Mother Goose SCI0
+ // Script 200 / rm200::newRoom will set global C5h directly right after creating a child to the
+ // current number of children plus 1.
+ // We can't trust that global, that's why we set the actual savedgame id right here directly after
+ // restoring a saved game.
+ // If we didn't, the game would always save to a new slot
+ s->variables[VAR_GLOBAL][0xC5].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
+ break;
+ case GID_MOTHERGOOSE256:
+ // WORKAROUND: Mother Goose SCI1/SCI1.1 does some weird things for
+ // saving a previously restored game.
+ // We set the current savedgame-id directly and remove the script
+ // code concerning this via script patch.
+ s->variables[VAR_GLOBAL][0xB3].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
+ break;
+ case GID_JONES:
+ // HACK: The code that enables certain menu items isn't called when a game is restored from the
+ // launcher, or the "Restore game" option in the game's main menu - bugs #6537 and #6723.
+ // These menu entries are disabled when the game is launched, and are enabled when a new game is
+ // started. The code for enabling these entries is is all in script 1, room1::init, but that code
+ // path is never followed in these two cases (restoring game from the menu, or restoring a game
+ // from the ScummVM launcher). Thus, we perform the calls to enable the menus ourselves here.
+ // These two are needed when restoring from the launcher
+ // FIXME: The original interpreter saves and restores the menu state, so these attributes
+ // are automatically reset there. We may want to do the same.
+ g_sci->_gfxMenu->kernelSetAttribute(257 >> 8, 257 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Sierra -> About Jones
+ g_sci->_gfxMenu->kernelSetAttribute(258 >> 8, 258 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Sierra -> Help
+ // The rest are normally enabled from room1::init
+ g_sci->_gfxMenu->kernelSetAttribute(769 >> 8, 769 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Options -> Delete current player
+ g_sci->_gfxMenu->kernelSetAttribute(513 >> 8, 513 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Save Game
+ g_sci->_gfxMenu->kernelSetAttribute(515 >> 8, 515 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Restore Game
+ g_sci->_gfxMenu->kernelSetAttribute(1025 >> 8, 1025 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Status -> Statistics
+ g_sci->_gfxMenu->kernelSetAttribute(1026 >> 8, 1026 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Status -> Goals
+ break;
+ case GID_KQ6:
+ if (g_sci->isCD()) {
+ // WORKAROUND:
+ // For the CD version of King's Quest 6, set global depending on current hires/lowres state
+ // The game sets a global at the start depending on it and some things check that global
+ // instead of checking platform like for example the game action menu.
+ // This never happened in the original interpreter, because the original DOS interpreter
+ // was only capable of lowres graphics and the original Windows 3.11 interpreter was only capable
+ // of hires graphics. Saved games were not compatible between those two.
+ // Which means saving during lowres mode, then going into hires mode and restoring that saved game,
+ // will result in some graphics being incorrect (lowres).
+ // That's why we are setting the global after restoring a saved game depending on hires/lowres state.
+ // The CD demo of KQ6 does the same and uses the exact same global.
+ if ((g_sci->getPlatform() == Common::kPlatformWindows) || (g_sci->forceHiresGraphics())) {
+ s->variables[VAR_GLOBAL][0xA9].setOffset(1);
+ } else {
+ s->variables[VAR_GLOBAL][0xA9].setOffset(0);
+ }
+ }
+ break;
+ case GID_PQ2:
+ // HACK: Same as above - enable the save game menu option when loading in PQ2 (bug #6875).
+ // It gets disabled in the game's death screen.
+ g_sci->_gfxMenu->kernelSetAttribute(2, 1, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Save Game
+ break;
+ default:
+ break;
+ }
+}
+
void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
SavegameMetadata meta;
@@ -1013,13 +1083,31 @@ void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
if (g_sci->_gfxPorts)
g_sci->_gfxPorts->reset();
// clear screen
- if (g_sci->_gfxScreen)
- g_sci->_gfxScreen->clearForRestoreGame();
+ if (getSciVersion() <= SCI_VERSION_1_1) {
+ // Only do clearing the screen for SCI16
+ // Both SCI16 + SCI32 did not clear the screen.
+ // We basically do it for SCI16, because of KQ6.
+ // When hires portraits are shown and the user restores during that time, the portraits
+ // wouldn't get fully removed. In original SCI, the user wasn't able to restore during that time,
+ // so this is basically a workaround, so that ScummVM features work properly.
+ // For SCI32, behavior was verified in DOSBox, that SCI32 does not clear and also not redraw the screen.
+ // It only redraws elements that have changed in comparison to the state before the restore.
+ // If we cleared the screen for SCI32, we would have issues because of this behavior.
+ if (g_sci->_gfxScreen)
+ g_sci->_gfxScreen->clearForRestoreGame();
+ }
#ifdef ENABLE_SCI32
- // Also clear any SCI32 planes/screen items currently showing so they
- // don't show up after the load.
- if (getSciVersion() >= SCI_VERSION_2)
- g_sci->_gfxFrameout->clear();
+ // Delete current planes/elements of actively loaded VM, only when our ScummVM dialogs are patched in
+ // We MUST NOT delete all planes/screen items. At least Space Quest 6 has a few in memory like for example
+ // the options plane, which are not re-added and are in memory all the time right from the start of the
+ // game. Sierra SCI32 did not clear planes, only scripts cleared the ones inside planes::elements.
+ if (getSciVersion() >= SCI_VERSION_2) {
+ if (!s->_delayedRestoreFromLauncher) {
+ // Only do it, when we are restoring regulary and not from launcher
+ // As it could result in option planes etc. on the screen (happens in gk1)
+ g_sci->_gfxFrameout->syncWithScripts(false);
+ }
+ }
#endif
s->reset(true);
@@ -1044,6 +1132,13 @@ void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
if (g_sci->_gfxPorts)
g_sci->_gfxPorts->saveLoadWithSerializer(ser);
+ // SCI32:
+ // Current planes/screen elements of freshly loaded VM are re-added by scripts in [gameID]::replay
+ // We don't have to do that in here.
+ // But we may have to do it ourselves in case we ever implement some soft-error handling in case
+ // a saved game can't be restored. That way we can restore the game screen.
+ // see _gfxFrameout->syncWithScripts()
+
Vocabulary *voc = g_sci->getVocabulary();
if (ser.getVersion() >= 30 && voc)
voc->saveLoadWithSerializer(ser);
@@ -1061,6 +1156,8 @@ void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
// signal restored game to game scripts
s->gameIsRestarting = GAMEISRESTARTING_RESTORE;
+
+ s->_delayedRestoreFromLauncher = false;
}
bool get_savegame_metadata(Common::SeekableReadStream *stream, SavegameMetadata *meta) {