/* 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. * */ #include "fullpipe/fullpipe.h" #include "common/file.h" #include "common/array.h" #include "common/list.h" #include "common/memstream.h" #include "fullpipe/objects.h" #include "fullpipe/gameloader.h" #include "fullpipe/scene.h" #include "fullpipe/statics.h" #include "fullpipe/interaction.h" #include "fullpipe/gameloader.h" #include "fullpipe/constants.h" namespace Fullpipe { void GameLoader::readSavegame(const char *fname) { SaveHeader header; Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(fname); header.version = saveFile->readUint32LE(); saveFile->read(header.magic, 32); header.updateCounter = saveFile->readUint32LE(); header.unkField = saveFile->readUint32LE(); header.encSize = saveFile->readUint32LE(); if (header.version != 48) return; _updateCounter = header.updateCounter; byte *data = (byte *)malloc(header.encSize); saveFile->read(data, header.encSize); byte *map = (byte *)malloc(800); saveFile->read(map, 800); MfcArchive temp(new Common::MemoryReadStream(map, 800)); if (_savegameCallback) _savegameCallback(&temp, false); delete saveFile; // Deobfuscate the data for (uint i = 0; i < header.encSize; i++) data[i] -= i & 0x7f; MfcArchive *archive = new MfcArchive(new Common::MemoryReadStream(data, header.encSize)); GameVar var; var.load(*archive); GameVar *v = _gameVar->getSubVarByName("OBJSTATES"); if (!v) { v = _gameVar->addSubVarAsInt("OBJSTATES", 0); if (!v) { warning("No state to save"); delete archive; return; } } addVar(&var, v); getGameLoaderInventory()->loadPartial(*archive); int32 arrSize = archive->readUint32LE(); for (uint i = 0; i < arrSize; i++) { _sc2array[i]._picAniInfosCount = archive->readUint32LE(); free(_sc2array[i]._picAniInfos); _sc2array[i]._picAniInfos = (PicAniInfo **)malloc(sizeof(PicAniInfo *) * _sc2array[i]._picAniInfosCount); for (uint j = 0; j < _sc2array[i]._picAniInfosCount; j++) { _sc2array[i]._picAniInfos[j] = new PicAniInfo(); _sc2array[i]._picAniInfos[j]->load(*archive); } } delete archive; getGameLoaderInventory()->rebuildItemRects(); PreloadItem preloadItem; v = _gameVar->getSubVarByName("OBJSTATES")->getSubVarByName("SAVEGAME"); if (v) { if (g_fp->_currentScene) preloadItem.preloadId1 = g_fp->_currentScene->_sceneId & 0xffff; else preloadItem.preloadId1 = 0; preloadItem.param = v->getSubVarAsInt("Entrance"); preloadItem.preloadId2 = 0; preloadItem.sceneId = v->getSubVarAsInt("Scene"); if (_preloadCallback) { if (!_preloadCallback(preloadItem, 0)) return; } clearGlobalMessageQueueList1(); if (g_fp->_currentScene) unloadScene(g_fp->_currentScene->_sceneId); g_fp->_currentScene = 0; if (_preloadCallback) _preloadCallback(preloadItem, 50); loadScene(preloadItem.sceneId); ExCommand *ex = new ExCommand(preloadItem.sceneId, 17, 62, 0, 0, 0, 1, 0, 0, 0); ex->_excFlags = 2; ex->_param = preloadItem.param; if (_preloadCallback) _preloadCallback(preloadItem, 100); ex->postMessage(); } } void GameLoader::addVar(GameVar *var, GameVar *subvar) { if (var && subvar) { int type = var->_varType; if (type == subvar->_varType && (!type || type == 1)) subvar->_value.intValue = var->_value.intValue; for (GameVar *v = var->_subVars; v; v = v->_nextVarObj) { GameVar *nv = subvar->getSubVarByName(v->_varName); if (!nv) { nv = new GameVar; nv->_varName = (char *)calloc(strlen(v->_varName) + 1, 1); strcpy(nv->_varName, v->_varName); nv->_varType = v->_varType; subvar->addSubVar(nv); } addVar(v, nv); } } } void gameLoaderSavegameCallback(MfcArchive *archive, bool mode) { if (mode) for (int i = 0; i < 200; i++) archive->writeUint32LE(g_fp->_mapTable[i]); else for (int i = 0; i < 200; i++) g_fp->_mapTable[i] = archive->readUint32LE(); } bool FullpipeEngine::loadGam(const char *fname, int scene) { _gameLoader = new GameLoader(); if (!_gameLoader->loadFile(fname)) return false; _currSoundListCount = 0; initObjectStates(); // set_g_messageQueueCallback1(messageQueueCallback1); // substituted with direct call addMessageHandlerByIndex(global_messageHandler1, 0, 4); _inventory = getGameLoaderInventory(); _inventory->setItemFlags(ANI_INV_MAP, 0x10003); _inventory->addItem(ANI_INV_MAP, 1); _inventory->rebuildItemRects(); for (uint i = 0; i < _inventory->getScene()->_picObjList.size(); i++) ((MemoryObject *)_inventory->getScene()->_picObjList[i]->_picture)->load(); // _sceneSwitcher = sceneSwitcher; // substituted with direct call _gameLoader->_preloadCallback = preloadCallback; _gameLoader->_savegameCallback = gameLoaderSavegameCallback; _aniMan = accessScene(SC_COMMON)->getAniMan(); _scene2 = 0; _movTable = _aniMan->countMovements(); _aniMan->setSpeed(1); PictureObject *pic = accessScene(SC_INV)->getPictureObjectById(PIC_INV_MENU, 0); pic->setFlags(pic->_flags & 0xFFFB); // Not used in full game //_evalVersionPic = accessScene(SC_COMMON)->getPictureObjectById(PIC_CMN_EVAL, 0); initMap(); initCursors(); setMusicAllowed(_gameLoader->_gameVar->getSubVarAsInt("MUSIC_ALLOWED")); if (scene) { _gameLoader->loadScene(726); _gameLoader->gotoScene(726, TrubaLeft); if (scene != 726) _gameLoader->preloadScene(726, getSceneEntrance(scene)); } else { if (_flgPlayIntro) { _gameLoader->loadScene(SC_INTRO1); _gameLoader->gotoScene(SC_INTRO1, TrubaUp); } else { _gameLoader->loadScene(SC_1); _gameLoader->gotoScene(SC_1, TrubaLeft); } } if (!_currentScene) return false; return true; } GameProject::GameProject() { _field_4 = 0; _headerFilename = 0; _field_10 = 12; _sceneTagList = 0; } bool GameProject::load(MfcArchive &file) { debugC(5, kDebugLoading, "GameProject::load()"); _field_4 = 0; _headerFilename = 0; _field_10 = 12; g_fp->_gameProjectVersion = file.readUint32LE(); g_fp->_pictureScale = file.readUint16LE(); g_fp->_scrollSpeed = file.readUint32LE(); _headerFilename = file.readPascalString(); debugC(1, kDebugLoading, "_gameProjectVersion = %d", g_fp->_gameProjectVersion); debugC(1, kDebugLoading, "_pictureScale = %d", g_fp->_pictureScale); debugC(1, kDebugLoading, "_scrollSpeed = %d", g_fp->_scrollSpeed); debugC(1, kDebugLoading, "_headerFilename = %s", _headerFilename); _sceneTagList = new SceneTagList(); _sceneTagList->load(file); if (g_fp->_gameProjectVersion >= 3) _field_4 = file.readUint32LE(); if (g_fp->_gameProjectVersion >= 5) { file.readUint32LE(); file.readUint32LE(); } return true; } GameProject::~GameProject() { free(_headerFilename); delete _sceneTagList; } GameVar::GameVar() { _subVars = 0; _parentVarObj = 0; _nextVarObj = 0; _prevVarObj = 0; _field_14 = 0; _varType = 0; _value.floatValue = 0; _varName = 0; } GameVar::~GameVar() { if (_varType == 2) free(_value.stringValue); if (_parentVarObj && !_prevVarObj ) { if (_parentVarObj->_subVars == this) { _parentVarObj->_subVars = _nextVarObj; } else if (_parentVarObj->_field_14 == this) { _parentVarObj->_field_14 = _nextVarObj; } else { _parentVarObj = 0; } } if (_prevVarObj) _prevVarObj->_nextVarObj = _nextVarObj; if (_nextVarObj) _nextVarObj->_prevVarObj = _prevVarObj; _prevVarObj = 0; _nextVarObj = 0; GameVar *s = _subVars; while (s) { delete s; s = _subVars; } s = _field_14; while (s) { delete s; s = _field_14; } free(_varName); } bool GameVar::load(MfcArchive &file) { _varName = file.readPascalString(); _varType = file.readUint32LE(); debugCN(6, kDebugLoading, "[%03d] ", file.getLevel()); for (int i = 0; i < file.getLevel(); i++) debugCN(6, kDebugLoading, " "); debugCN(6, kDebugLoading, "<%s>: ", transCyrillic((byte *)_varName)); switch (_varType) { case 0: _value.intValue = file.readUint32LE(); debugC(6, kDebugLoading, "d --> %d", _value.intValue); break; case 1: _value.intValue = file.readUint32LE(); // FIXME debugC(6, kDebugLoading, "f --> %f", _value.floatValue); break; case 2: _value.stringValue = file.readPascalString(); debugC(6, kDebugLoading, "s --> %s", _value.stringValue); break; default: error("Unknown var type: %d (0x%x)", _varType, _varType); } file.incLevel(); _parentVarObj = (GameVar *)file.readClass(); _prevVarObj = (GameVar *)file.readClass(); _nextVarObj = (GameVar *)file.readClass(); _field_14 = (GameVar *)file.readClass(); _subVars = (GameVar *)file.readClass(); file.decLevel(); return true; } GameVar *GameVar::getSubVarByName(const char *name) { GameVar *sv = 0; if (_subVars != 0) { sv = _subVars; for (;sv && scumm_stricmp(sv->_varName, name); sv = sv->_nextVarObj) ; } return sv; } bool GameVar::setSubVarAsInt(const char *name, int value) { GameVar *var = getSubVarByName(name); if (var) { if (var->_varType == 0) { var->_value.intValue = value; return true; } return false; } var = new GameVar(); var->_varType = 0; var->_value.intValue = value; var->_varName = (char *)calloc(strlen(name) + 1, 1); strcpy(var->_varName, name); return addSubVar(var); } int GameVar::getSubVarAsInt(const char *name) { GameVar *var = getSubVarByName(name); if (var) return var->_value.intValue; else return 0; } GameVar *GameVar::addSubVarAsInt(const char *name, int value) { if (getSubVarByName(name)) { return 0; } else { GameVar *var = new GameVar(); var->_varType = 0; var->_value.intValue = value; var->_varName = (char *)calloc(strlen(name) + 1, 1); strcpy(var->_varName, name); return (addSubVar(var) != 0) ? var : 0; } } bool GameVar::addSubVar(GameVar *subvar) { GameVar *var = _subVars; if (var) { for (GameVar *i = var->_nextVarObj; i; i = i->_nextVarObj) var = i; var->_nextVarObj = subvar; subvar->_prevVarObj = var; subvar->_parentVarObj = this; return true; } else { _subVars = subvar; subvar->_parentVarObj = this; return true; } return false; } int GameVar::getSubVarsCount() { int res; GameVar *sub = _subVars; for (res = 0; sub; res++) sub = sub->_nextVarObj; return res; } GameVar *GameVar::getSubVarByIndex(int idx) { GameVar *sub = _subVars; while (idx--) { sub = sub->_nextVarObj; if (!sub) return 0; } return sub; } bool PicAniInfo::load(MfcArchive &file) { debugC(5, kDebugLoading, "PicAniInfo::load()"); type = file.readUint32LE(); objectId = file.readUint16LE(); field_6 = file.readUint16LE(); field_8 = file.readUint32LE(); sceneId = file.readUint16LE(); field_E = file.readUint16LE(); ox = file.readSint32LE(); oy = file.readSint32LE(); priority = file.readUint32LE(); staticsId = file.readUint16LE(); movementId = file.readUint16LE(); dynamicPhaseIndex = file.readUint16LE(); flags = file.readUint16LE(); field_24 = file.readUint32LE(); someDynamicPhaseIndex = file.readUint32LE(); return true; } } // End of namespace Fullpipe