/* 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. * */ #ifdef ENABLE_EOB #include "kyra/resource.h" #include "kyra/script_eob.h" #include "common/system.h" #include "common/savefile.h" #include "common/substream.h" #include "common/config-manager.h" #include "common/translation.h" #include "gui/message.h" namespace Kyra { Common::Error EoBCoreEngine::loadGameState(int slot) { // Special slot id -1 for EOB1 party transfer const char *fileName = (slot == -1) ? _savegameFilename.c_str() : getSavegameFilename(slot); SaveHeader header; Common::InSaveFile *saveFile = openSaveForReading(fileName, header, (slot != -1)); if (!saveFile) return Common::Error(Common::kReadingFailed); Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES); _loading = true; if (slot != -1) _screen->fadeToBlack(10); for (int i = 0; i < 6; i++) { EoBCharacter *c = &_characters[i]; c->id = in.readByte(); c->flags = in.readByte(); in.read(c->name, 11); c->strengthCur = in.readSByte(); c->strengthMax = in.readSByte(); c->strengthExtCur = in.readSByte(); c->strengthExtMax = in.readSByte(); c->intelligenceCur = in.readSByte(); c->intelligenceMax = in.readSByte(); c->wisdomCur = in.readSByte(); c->wisdomMax = in.readSByte(); c->dexterityCur = in.readSByte(); c->dexterityMax = in.readSByte(); c->constitutionCur = in.readSByte(); c->constitutionMax = in.readSByte(); c->charismaCur = in.readSByte(); c->charismaMax = in.readSByte(); c->hitPointsCur = in.readSint16BE(); c->hitPointsMax = in.readSint16BE(); c->armorClass = in.readSByte(); c->disabledSlots = in.readByte(); c->raceSex = in.readByte(); c->cClass = in.readByte(); c->alignment = in.readByte(); c->portrait = in.readSByte(); if (slot == -1 && c->portrait < 0) c->portrait = -c->portrait + 43; c->food = in.readByte(); in.read(c->level, 3); for (int ii = 0; ii < 3; ii++) c->experience[ii] = in.readUint32BE(); delete[] c->faceShape; c->faceShape = 0; in.read(c->mageSpells, 80); in.read(c->clericSpells, 80); c->mageSpellsAvailableFlags = in.readUint32BE(); for (int ii = 0; ii < 27; ii++) c->inventory[ii] = in.readSint16BE(); uint32 ct = _system->getMillis(); for (int ii = 0; ii < 10; ii++) { c->timers[ii] = in.readUint32BE(); if (c->timers[ii]) c->timers[ii] += ct; } in.read(c->events, 10); in.read(c->effectsRemainder, 4); c->effectFlags = in.readUint32BE(); c->damageTaken = in.readByte(); in.read(c->slotStatus, 5); } setupCharacterTimers(); _screen->loadShapeSetBitmap("CHARGENA", 3, 3); for (int i = 0; i < 6; i++) { EoBCharacter *c = &_characters[i]; if (!c->flags || c->portrait < 0) continue; c->faceShape = _screen->encodeShape((c->portrait % 10) << 2, (c->portrait / 10) << 5, 4, 32, true, _cgaMappingDefault); } _screen->loadShapeSetBitmap(_flags.gameID == GI_EOB2 ? "OUTPORTS" : "OUTTAKE", 3, 3); for (int i = 0; i < 6; i++) { EoBCharacter *c = &_characters[i]; if (!c->flags || c->portrait >= 0) continue; c->faceShape = _screen->encodeShape((-(c->portrait + 1)) << 2, _flags.gameID == GI_EOB2 ? 0 : 160, 4, 32, true, _cgaMappingDefault); } _screen->_curPage = 0; if (slot == -1) { // Skip all settings which aren't necessary for party transfer. // Jump directly to the items list. in.skip(108); } else { _currentLevel = in.readByte(); _currentSub = in.readSByte(); _currentBlock = in.readUint16BE(); _currentDirection = in.readUint16BE(); _itemInHand = in.readSint16BE(); _hasTempDataFlags = in.readUint32BE(); _partyEffectFlags = in.readUint32BE(); _updateFlags = in.readUint16BE(); _compassDirection = in.readUint16BE(); _currentControlMode = in.readUint16BE(); _updateCharNum = in.readSint16BE(); _openBookSpellLevel = in.readSByte(); _openBookSpellSelectedItem = in.readSByte(); _openBookSpellListOffset = in.readSByte(); _openBookChar = in.readByte(); _openBookType = in.readByte(); _openBookCharBackup = in.readByte(); _openBookTypeBackup = in.readByte(); _activeSpellCharId = in.readByte(); _activeSpellCharacterPos = in.readByte(); _activeSpell = in.readByte(); _returnAfterSpellCallback = in.readByte() ? true : false; _inf->loadState(in); } for (int i = 0; i < 600; i++) { EoBItem *t = &_items[i]; t->nameUnid = in.readByte(); t->nameId = in.readByte(); t->flags = in.readByte(); t->icon = in.readSByte(); t->type = in.readSByte(); t->pos = in.readSByte(); t->block = in.readSint16BE(); t->next = in.readSint16BE(); t->prev = in.readSint16BE(); t->level = in.readByte(); t->value = in.readSByte(); } // No more data needed for party transfer if (slot == -1) { _loading = false; return Common::kNoError; } for (int i = 51; i < 65; i++) { EoBItemType *t = &_itemTypes[i]; t->invFlags = in.readUint16BE(); t->handFlags = in.readUint16BE(); t->armorClass = in.readSByte(); t->allowedClasses = in.readSByte(); t->requiredHands = in.readSByte(); t->dmgNumDiceS = in.readSByte(); t->dmgNumPipsS = in.readSByte(); t->dmgIncS = in.readSByte(); t->dmgNumDiceL = in.readSByte(); t->dmgNumPipsL = in.readSByte(); t->dmgIncL = in.readSByte(); t->unk1 = in.readByte(); t->extraProperties = in.readUint16BE(); } for (int i = 0; i < 18; i++) { if (!(_hasTempDataFlags & (1 << i))) continue; if (_lvlTempData[i]) { delete[] _lvlTempData[i]->wallsXorData; delete[] _lvlTempData[i]->flags; releaseMonsterTempData(_lvlTempData[i]); releaseFlyingObjectTempData(_lvlTempData[i]); releaseWallOfForceTempData(_lvlTempData[i]); delete _lvlTempData[i]; } _lvlTempData[i] = new LevelTempData; LevelTempData *l = _lvlTempData[i]; l->wallsXorData = new uint8[4096]; l->flags = new uint16[1024]; EoBMonsterInPlay *lm = new EoBMonsterInPlay[30]; l->monsters = lm; EoBFlyingObject *lf = new EoBFlyingObject[_numFlyingObjects]; l->flyingObjects = lf; WallOfForce *lw = new WallOfForce[5]; l->wallsOfForce = lw; in.read(l->wallsXorData, 4096); for (int ii = 0; ii < 1024; ii++) l->flags[ii] = in.readByte(); for (int ii = 0; ii < 30; ii++) { EoBMonsterInPlay *m = &lm[ii]; m->type = in.readByte(); m->unit = in.readByte(); m->block = in.readUint16BE(); m->pos = in.readByte(); m->dir = in.readSByte(); m->animStep = in.readByte(); m->shpIndex = in.readByte(); m->mode = in.readSByte(); m->f_9 = in.readSByte(); m->curAttackFrame = in.readSByte(); m->spellStatusLeft = in.readSByte(); m->hitPointsMax = in.readSint16BE(); m->hitPointsCur = in.readSint16BE(); m->dest = in.readUint16BE(); m->randItem = in.readUint16BE(); m->fixedItem = in.readUint16BE(); m->flags = in.readByte(); m->idleAnimState = in.readByte(); m->curRemoteWeapon = in.readByte(); m->numRemoteAttacks = in.readByte(); m->palette = in.readSByte(); m->directionChanged = in.readByte(); m->stepsTillRemoteAttack = in.readByte(); m->sub = in.readByte(); } for (int ii = 0; ii < _numFlyingObjects; ii++) { EoBFlyingObject *m = &lf[ii]; m->enable = in.readByte(); m->objectType = in.readByte(); m->attackerId = in.readSint16BE(); m->item = in.readSint16BE(); m->curBlock = in.readUint16BE(); m->starting = in.readUint16BE(); m->u1 = in.readByte(); m->direction = in.readByte(); m->distance = in.readByte(); m->callBackIndex = in.readSByte(); m->curPos = in.readByte(); m->flags = in.readByte(); m->unused = in.readByte(); } for (int ii = 0; ii < 5; ii++) { WallOfForce *w = &lw[ii]; w->block = in.readUint16BE(); w->duration = in.readUint32BE(); } } loadLevel(_currentLevel, _currentSub); _sceneUpdateRequired = true; _screen->setFont(Screen::FID_6_FNT); for (int i = 0; i < 6; i++) { for (int ii = 0; ii < 10; ii++) { if (_characters[i].events[ii] == -57) spellCallback_start_trueSeeing(); } } _screen->setCurPage(0); gui_drawPlayField(false); if (_currentControlMode) _screen->copyRegion(176, 0, 0, 0, 144, 168, 0, 5, Screen::CR_NO_P_CHECK); _screen->setCurPage(0); gui_drawAllCharPortraitsWithStats(); drawScene(1); if (_updateFlags) { _updateFlags = 0; useMagicBookOrSymbol(_openBookChar, _openBookType); } _screen->copyRegion(0, 120, 0, 0, 176, 24, 0, 12, Screen::CR_NO_P_CHECK); gui_toggleButtons(); setHandItem(_itemInHand); while (!_screen->isMouseVisible()) _screen->showMouse(); _loading = false; _screen->fadeFromBlack(20); removeInputTop(); return Common::kNoError; } Common::Error EoBCoreEngine::saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumbnail) { Common::String saveNameTmp; const char *fileName = 0; // Special slot id -1 to create final save for party transfer if (slot == -1) { _savegameFilename = _targetName + Common::String(".fin"); fileName = _savegameFilename.c_str(); saveNameTmp = _targetName + Common::String(" final"); saveNameTmp.toUppercase(); saveName = saveNameTmp.c_str(); } else { fileName = getSavegameFilename(slot); } Common::OutSaveFile *out = openSaveForWriting(fileName, saveName, thumbnail); if (!out) return _saveFileMan->getError(); completeDoorOperations(); generateTempData(); advanceTimers(_restPartyElapsedTime); _restPartyElapsedTime = 0; for (int i = 0; i < 6; i++) timerSpecialCharacterUpdate(0x30 + i); for (int i = 0; i < 6; i++) { EoBCharacter *c = &_characters[i]; out->writeByte(c->id); out->writeByte(c->flags); out->write(c->name, 11); out->writeSByte(c->strengthCur); out->writeSByte(c->strengthMax); out->writeSByte(c->strengthExtCur); out->writeSByte(c->strengthExtMax); out->writeSByte(c->intelligenceCur); out->writeSByte(c->intelligenceMax); out->writeSByte(c->wisdomCur); out->writeSByte(c->wisdomMax); out->writeSByte(c->dexterityCur); out->writeSByte(c->dexterityMax); out->writeSByte(c->constitutionCur); out->writeSByte(c->constitutionMax); out->writeSByte(c->charismaCur); out->writeSByte(c->charismaMax); out->writeSint16BE(c->hitPointsCur); out->writeSint16BE(c->hitPointsMax); out->writeSByte(c->armorClass); out->writeByte(c->disabledSlots); out->writeByte(c->raceSex); out->writeByte(c->cClass); out->writeByte(c->alignment); out->writeByte(c->portrait); out->writeByte(c->food); out->write(c->level, 3); for (int ii = 0; ii < 3; ii++) out->writeUint32BE(c->experience[ii]); out->write(c->mageSpells, 80); out->write(c->clericSpells, 80); out->writeUint32BE(c->mageSpellsAvailableFlags); for (int ii = 0; ii < 27; ii++) out->writeSint16BE(c->inventory[ii]); uint32 ct = _system->getMillis(); for (int ii = 0; ii < 10; ii++) out->writeUint32BE((c->timers[ii] && c->timers[ii] > ct) ? c->timers[ii] - ct : 0); out->write(c->events, 10); out->write(c->effectsRemainder, 4); out->writeUint32BE(c->effectFlags); out->writeByte(c->damageTaken); out->write(c->slotStatus, 5); } out->writeByte(_currentLevel); out->writeSByte(_currentSub); out->writeUint16BE(_currentBlock); out->writeUint16BE(_currentDirection); out->writeSint16BE(_itemInHand); out->writeUint32BE(_hasTempDataFlags); out->writeUint32BE(_partyEffectFlags); out->writeUint16BE(_updateFlags); out->writeUint16BE(_compassDirection); out->writeUint16BE(_currentControlMode); out->writeSint16BE(_updateCharNum); out->writeSByte(_openBookSpellLevel); out->writeSByte(_openBookSpellSelectedItem); out->writeSByte(_openBookSpellListOffset); out->writeByte(_openBookChar); out->writeByte(_openBookType); out->writeByte(_openBookCharBackup); out->writeByte(_openBookTypeBackup); out->writeByte(_activeSpellCharId); out->writeByte(_activeSpellCharacterPos); out->writeByte(_activeSpell); out->writeByte(_returnAfterSpellCallback ? 1 : 0); _inf->saveState(out); for (int i = 0; i < 600; i++) { EoBItem *t = &_items[i]; out->writeByte(t->nameUnid); out->writeByte(t->nameId); out->writeByte(t->flags); out->writeSByte(t->icon); out->writeSByte(t->type); out->writeSByte(t->pos); out->writeSint16BE(t->block); out->writeSint16BE(t->next); out->writeSint16BE(t->prev); out->writeByte(t->level); out->writeSByte(t->value); } for (int i = 51; i < 65; i++) { EoBItemType *t = &_itemTypes[i]; out->writeUint16BE(t->invFlags); out->writeUint16BE(t->handFlags); out->writeSByte(t->armorClass); out->writeSByte(t->allowedClasses); out->writeSByte(t->requiredHands); out->writeSByte(t->dmgNumDiceS); out->writeSByte(t->dmgNumPipsS); out->writeSByte(t->dmgIncS); out->writeSByte(t->dmgNumDiceL); out->writeSByte(t->dmgNumPipsL); out->writeSByte(t->dmgIncL); out->writeByte(t->unk1); out->writeUint16BE(t->extraProperties); } for (int i = 0; i < 18; i++) { LevelTempData *l = _lvlTempData[i]; if (!l || !(_hasTempDataFlags & (1 << i))) continue; out->write(l->wallsXorData, 4096); for (int ii = 0; ii < 1024; ii++) out->writeByte(l->flags[ii] & 0xFF); EoBMonsterInPlay *lm = (EoBMonsterInPlay *)_lvlTempData[i]->monsters; EoBFlyingObject *lf = (EoBFlyingObject *)_lvlTempData[i]->flyingObjects; WallOfForce *lw = (WallOfForce *)_lvlTempData[i]->wallsOfForce; for (int ii = 0; ii < 30; ii++) { EoBMonsterInPlay *m = &lm[ii]; out->writeByte(m->type); out->writeByte(m->unit); out->writeUint16BE(m->block); out->writeByte(m->pos); out->writeSByte(m->dir); out->writeByte(m->animStep); out->writeByte(m->shpIndex); out->writeSByte(m->mode); out->writeSByte(m->f_9); out->writeSByte(m->curAttackFrame); out->writeSByte(m->spellStatusLeft); out->writeSint16BE(m->hitPointsMax); out->writeSint16BE(m->hitPointsCur); out->writeUint16BE(m->dest); out->writeUint16BE(m->randItem); out->writeUint16BE(m->fixedItem); out->writeByte(m->flags); out->writeByte(m->idleAnimState); out->writeByte(m->curRemoteWeapon); out->writeByte(m->numRemoteAttacks); out->writeSByte(m->palette); out->writeByte(m->directionChanged); out->writeByte(m->stepsTillRemoteAttack); out->writeByte(m->sub); } for (int ii = 0; ii < _numFlyingObjects; ii++) { EoBFlyingObject *m = &lf[ii]; out->writeByte(m->enable); out->writeByte(m->objectType); out->writeSint16BE(m->attackerId); out->writeSint16BE(m->item); out->writeUint16BE(m->curBlock); out->writeUint16BE(m->starting); out->writeByte(m->u1); out->writeByte(m->direction); out->writeByte(m->distance); out->writeSByte(m->callBackIndex); out->writeByte(m->curPos); out->writeByte(m->flags); out->writeByte(m->unused); } for (int ii = 0; ii < 5; ii++) { WallOfForce *w = &lw[ii]; out->writeUint16BE(w->block); out->writeUint32BE(w->duration); } } out->finalize(); // check for errors if (out->err()) { warning("Can't write file '%s'. (Disk full?)", fileName); return Common::kUnknownError; } else { debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName); } delete out; _gui->notifyUpdateSaveSlotsList(); return Common::kNoError; } bool EoBCoreEngine::importOriginalSaveFile(int destSlot, const char *sourceFile) { Common::Array origFiles; Common::Array newSlots; if (sourceFile) { // If a source file is specified via the console command we just check whether it exists. if (Common::File::exists(sourceFile)) origFiles.push_back(sourceFile); else return false; } else { // Check for original save files in the game path (usually at least the "Quick Start Party" file will be present). int numMax = (_flags.gameID == GI_EOB1) ? 1 : 6; const char *pattern = (_flags.gameID == GI_EOB1) ? "EOBDATA.SAV" : "EOBDATA%d.SAV"; for (int i = 0; i < numMax; ++i) { Common::String temp = Common::String::format(pattern, i); Common::SeekableReadStream *fs = _res->createReadStream(temp); if (fs) { Common::String dsc; if (_flags.gameID == GI_EOB2) { char descStr[20]; fs->read(descStr, 20); dsc = Common::String::format("(\"%s\")", descStr).c_str(); } delete fs; ::GUI::MessageDialog dialog(Common::String::format(_("The following original save game file has been found in your game path:\n\n%s %s\n\nDo you wish to use this save game file with ScummVM?\n\n"), temp.c_str(), dsc.c_str()), _("Yes"), _("No")); if (dialog.runModal()) origFiles.push_back(temp); } } } int numFilesFound = origFiles.size(); if (!numFilesFound) return false; _gui->updateSaveSlotsList(_targetName, true); // Find free save slots for the original save files if (destSlot == -1) { int assignedSlots = 0; for (int testSlot = 0; testSlot < 990 && assignedSlots < numFilesFound; testSlot++) { if (Common::find(_gui->_saveSlots.begin(), _gui->_saveSlots.end(), testSlot) == _gui->_saveSlots.end()) { newSlots.push_back(testSlot); assignedSlots++; } } // This will probably never happen, since we do have 990 save slots if (assignedSlots != numFilesFound) warning("%d original save files could not be converted due to missing save game slots", numFilesFound - assignedSlots); } else { newSlots.push_back(destSlot); } if (destSlot != -1) { if (Common::find(_gui->_saveSlots.begin(), _gui->_saveSlots.end(), destSlot) != _gui->_saveSlots.end()) { ::GUI::MessageDialog dialog(Common::String::format(_("A save game file was found in the specified slot %d. Overwrite?\n\n"), destSlot), _("Yes"), _("No")); if (!dialog.runModal()) return false; } } int importedCount = 0; for (int i = 0; i < numFilesFound; i++) { Common::String desc = readOriginalSaveFile(origFiles[i]); if (desc.empty()) { warning("Unable to import original save file '%s'", origFiles[i].c_str()); } else { // We can't make thumbnails here, since we do not want to load all the level data, monsters, etc. for each save we convert. // Instead, we use an empty surface to avoid that createThumbnailFromScreen() makes a completely pointless thumbnail from // whatever screen that is currently shown when this function is called. Graphics::Surface dummy; saveGameStateIntern(newSlots[i], desc.c_str(), &dummy); warning("Imported original save file '%s' ('%s')", origFiles[i].c_str(), desc.c_str()); importedCount++; } } _currentLevel = 0; _currentSub = 0; _currentBlock = 0; _currentDirection = 0; _itemInHand = 0; _hasTempDataFlags = 0; _partyEffectFlags = 0; memset(_characters, 0, sizeof(EoBCharacter) * 6); _inf->reset(); if (destSlot == -1 && importedCount) { ::GUI::MessageDialog dialog(Common::String::format(_("%d original save game files have been successfully imported into\nScummVM. If you want to manually import original save game files later you will\nneed to open the ScummVM debug console and use the command 'import_savefile'.\n\n"), importedCount)); dialog.runModal(); } return true; } Common::String EoBCoreEngine::readOriginalSaveFile(Common::String &file) { Common::String desc; Common::SeekableReadStream *fs = _res->createReadStream(file); if (!fs) return desc; Common::SeekableSubReadStreamEndian in(fs, 0, fs->size(), _flags.platform == Common::kPlatformAmiga, DisposeAfterUse::YES); if (_flags.gameID == GI_EOB1) { // Nothing to read here for EOB 1. Original EOB 1 has // only one save slot without save file description. desc = ""; } else { char tempStr[20]; in.read(tempStr, 20); desc = tempStr; } for (int i = 0; i < 6; i++) { EoBCharacter *c = &_characters[i]; c->id = in.readByte(); c->flags = in.readByte(); in.read(c->name, 11); c->strengthCur = in.readSByte(); c->strengthMax = in.readSByte(); c->strengthExtCur = in.readSByte(); c->strengthExtMax = in.readSByte(); c->intelligenceCur = in.readSByte(); c->intelligenceMax = in.readSByte(); c->wisdomCur = in.readSByte(); c->wisdomMax = in.readSByte(); c->dexterityCur = in.readSByte(); c->dexterityMax = in.readSByte(); c->constitutionCur = in.readSByte(); c->constitutionMax = in.readSByte(); c->charismaCur = in.readSByte(); c->charismaMax = in.readSByte(); c->hitPointsCur = (_flags.gameID == GI_EOB1) ? in.readSByte() : in.readSint16(); c->hitPointsMax = (_flags.gameID == GI_EOB1) ? in.readSByte() : in.readSint16(); c->armorClass = in.readSByte(); c->disabledSlots = in.readByte(); c->raceSex = in.readByte(); c->cClass = in.readByte(); c->alignment = in.readByte(); c->portrait = in.readSByte(); c->food = in.readByte(); in.read(c->level, 3); for (int ii = 0; ii < 3; ii++) c->experience[ii] = in.readUint32(); in.skip(4); delete[] c->faceShape; c->faceShape = 0; in.read(c->mageSpells, (_flags.gameID == GI_EOB1) ? 30 : 80); in.read(c->clericSpells, (_flags.gameID == GI_EOB1) ? 30 : 80); c->mageSpellsAvailableFlags = in.readUint32(); for (int ii = 0; ii < 27; ii++) c->inventory[ii] = in.readSint16(); uint32 ct = _system->getMillis(); for (int ii = 0; ii < 10; ii++) { c->timers[ii] = in.readUint32() * _tickLength; if (c->timers[ii]) c->timers[ii] += ct; } in.read(c->events, 10); in.read(c->effectsRemainder, 4); c->effectFlags = in.readUint32(); if (c->effectFlags && _flags.gameID == GI_EOB1) { // Spell effect flags are completely different in EOB I. We only use EOB II style flags in ScummVM. // Doesn't matter much, since these are the temporary spell effects only anyway. warning("EoBCoreEngine::readOriginalSaveFile(): Unhandled character effect flags encountered in original EOB1 save file '%s' ('%s')", file.c_str(), desc.c_str()); c->effectFlags = 0; } c->damageTaken = in.readByte(); in.read(c->slotStatus, 5); in.skip(6); } setupCharacterTimers(); _currentLevel = in.readUint16(); _currentSub = (_flags.gameID == GI_EOB1) ? 0 : in.readSint16(); _currentBlock = in.readUint16(); _currentDirection = in.readUint16(); _itemInHand = in.readSint16(); _hasTempDataFlags = (_flags.gameID == GI_EOB1) ? in.readUint16() : in.readUint32(); _partyEffectFlags = (_flags.gameID == GI_EOB1) ? in.readUint16() : in.readUint32(); if (_partyEffectFlags && _flags.gameID == GI_EOB1) { // Spell effect flags are completely different in EOB I. We only use EOB II style flags in ScummVM. // Doesn't matter much, since these are the temporary spell effects only anyway. warning("EoBCoreEngine::readOriginalSaveFile(): Unhandled party effect flags encountered in original EOB1 save file '%s' ('%s')", file.c_str(), desc.c_str()); _partyEffectFlags = 0; } if (_flags.gameID == GI_EOB2) in.skip(1); _inf->loadState(in, true); int numItems = (_flags.gameID == GI_EOB1) ? 500 : 600; for (int i = 0; i < numItems; i++) { EoBItem *t = &_items[i]; t->nameUnid = in.readByte(); t->nameId = in.readByte(); t->flags = in.readByte(); t->icon = in.readSByte(); t->type = in.readSByte(); t->pos = in.readSByte(); t->block = in.readSint16(); t->next = in.readSint16(); t->prev = in.readSint16(); t->level = in.readByte(); t->value = in.readSByte(); } int numParts = (_flags.gameID == GI_EOB1) ? 12 : 17; int partSize = (_flags.gameID == GI_EOB1) ? 2040 : 2130; uint32 nextPart = in.pos(); uint8 *cmpData = new uint8[1200]; for (int i = 0; i < numParts; i++) { in.seek(nextPart); nextPart += partSize; if (!(_hasTempDataFlags & (1 << i))) continue; if (_lvlTempData[i]) { delete[] _lvlTempData[i]->wallsXorData; delete[] _lvlTempData[i]->flags; releaseMonsterTempData(_lvlTempData[i]); releaseFlyingObjectTempData(_lvlTempData[i]); releaseWallOfForceTempData(_lvlTempData[i]); delete _lvlTempData[i]; } _lvlTempData[i] = new LevelTempData; LevelTempData *l = _lvlTempData[i]; l->wallsXorData = new uint8[4096]; l->flags = new uint16[1024]; memset(l->flags, 0, 1024 * sizeof(uint16)); EoBMonsterInPlay *lm = new EoBMonsterInPlay[30]; memset(lm, 0, 30 * sizeof(EoBMonsterInPlay)); l->monsters = lm; EoBFlyingObject *lf = new EoBFlyingObject[_numFlyingObjects]; memset(lf, 0, _numFlyingObjects * sizeof(EoBFlyingObject)); l->flyingObjects = lf; WallOfForce *lw = new WallOfForce[5]; memset(lw, 0, 5 * sizeof(WallOfForce)); l->wallsOfForce = lw; in.read(cmpData, 1200); _screen->decodeFrame4(cmpData, l->wallsXorData, 4096); _curBlockFile = getBlockFileName(i + 1, 0); const uint8 *p = getBlockFileData(); uint16 len = READ_LE_UINT16(p + 4); p += 6; uint8 *d = l->wallsXorData; for (int ii = 0; ii < 1024; ii++) { for (int iii = 0; iii < 4; iii++) *d++ ^= p[ii * len + iii]; } for (int ii = 0; ii < 30; ii++) { EoBMonsterInPlay *m = &lm[ii]; m->type = in.readByte(); m->unit = in.readByte(); m->block = in.readUint16(); m->pos = in.readByte(); m->dir = in.readSByte(); m->animStep = in.readByte(); m->shpIndex = in.readByte(); m->mode = in.readSByte(); m->f_9 = in.readSByte(); m->curAttackFrame = in.readSByte(); m->spellStatusLeft = in.readSByte(); m->hitPointsMax = in.readSint16(); m->hitPointsCur = in.readSint16(); m->dest = in.readUint16(); m->randItem = in.readUint16(); m->fixedItem = in.readUint16(); m->flags = in.readByte(); m->idleAnimState = in.readByte(); if (_flags.gameID == GI_EOB1) m->stepsTillRemoteAttack = in.readByte(); else m->curRemoteWeapon = in.readByte(); m->numRemoteAttacks = in.readByte(); m->palette = in.readSByte(); if (_flags.gameID == GI_EOB1) { in.skip(1); } else { m->directionChanged = in.readByte(); m->stepsTillRemoteAttack = in.readByte(); m->sub = in.readByte(); } l->flags[m->block]++; } if (_flags.gameID == GI_EOB1) continue; for (int ii = 0; ii < 5; ii++) { WallOfForce *w = &lw[ii]; w->block = in.readUint16(); w->duration = in.readUint32() * _tickLength; } } delete[] cmpData; restoreBlockTempData(_currentLevel); in.skip(3); delete[] _itemTypes; _itemTypes = new EoBItemType[65]; memset(_itemTypes, 0, sizeof(EoBItemType) * 65); for (int i = 51; i < 57; i++) { EoBItemType *t = &_itemTypes[i]; t->invFlags = in.readUint16(); t->handFlags = in.readUint16(); t->armorClass = in.readSByte(); t->allowedClasses = in.readSByte(); t->requiredHands = in.readSByte(); t->dmgNumDiceS = in.readSByte(); t->dmgNumPipsS = in.readSByte(); t->dmgIncS = in.readSByte(); t->dmgNumDiceL = in.readSByte(); t->dmgNumPipsL = in.readSByte(); t->dmgIncL = in.readSByte(); t->unk1 = in.readByte(); t->extraProperties = in.readUint16(); } return in.err() ? Common::String() : desc; } static uint32 encodeFrame4(const uint8 *src, uint8 *dst, uint32 insize) { const uint8 *end = src + insize; bool updateCounter = true; const uint8 *in = src; uint8 *out = dst; uint8 *cntPtr = dst; *dst++ = 0x81; *dst++ = *src++; while (src < end) { const uint8 *src2 = in; const uint8 *src3 = 0; uint16 len = 1; for (bool loop = true; loop; ) { uint16 count = 0; uint16 scansize = end - src - 1; if (scansize > 64) { if (src[0] == src[64]) { for (uint16 i = 0; i < scansize && src[0] == src[i]; ++i) count++; if (count > 64) { updateCounter = false; *dst++ = 0xFE; WRITE_LE_UINT16(dst, count); dst += 2; *dst++ = src[0]; src += count; loop = true; continue; } } } const uint8 *tmp = src2; do { count = src - tmp; loop = false; if (count == 0) break; while (count--) { if (*src == *tmp++) { loop = true; break; } } if (!loop) break; } while (*(src + len - 1) != *(tmp + len - 2)); if (!loop) break; src2 = tmp--; const uint8 *tsrc = src; count = end - src; bool nmatch = false; while (count--) { if (*tsrc++ != *tmp++) { nmatch = true; break; } } if (!nmatch) tmp++; count = tmp - src2; if (count >= len) { len = count; src3 = src2 - 1; } } if (len <= 2) { for (bool forceLoop = !updateCounter; forceLoop || *cntPtr == 0xBF; forceLoop = false) { cntPtr = dst; *dst++ = 0x80; } (*cntPtr)++; *dst++ = *src++; updateCounter = true; continue; } else if (len > 10 || (src - src3) > 4095) { if (len <= 64) { *dst++ = (len - 3) | 0xC0; } else { *dst++ = 0xFF; WRITE_LE_UINT16(dst, len); dst += 2; } WRITE_LE_UINT16(dst, src3 - in); } else { WRITE_BE_UINT16(dst, (src - src3) + ((len - 3) << 12)); } dst += 2; src += len; updateCounter = false; } *dst++ = 0x80; return dst - out; } bool EoBCoreEngine::saveAsOriginalSaveFile(int slot) { if (_flags.gameID == GI_EOB2 && (slot < 0 || slot > 5)) return false; Common::String dir = ConfMan.get("savepath"); if (dir == "None") dir.clear(); Common::FSNode nd(dir); if (!nd.isDirectory()) return false; Common::FSNode nf = nd.getChild(_flags.gameID == GI_EOB1 ? "EOBDATA.SAV" : Common::String::format("EOBDATA%d.SAV", slot)); Common::WriteStream *out = nf.createWriteStream(); if (_flags.gameID == GI_EOB2) { static const char tempStr[20] = "SCUMMVM EXPORT "; out->write(tempStr, 20); } completeDoorOperations(); generateTempData(); advanceTimers(_restPartyElapsedTime); _restPartyElapsedTime = 0; for (int i = 0; i < 6; i++) timerSpecialCharacterUpdate(0x30 + i); for (int i = 0; i < 6; i++) { EoBCharacter *c = &_characters[i]; out->writeByte(c->id); out->writeByte(c->flags); out->write(c->name, 11); out->writeSByte(c->strengthCur); out->writeSByte(c->strengthMax); out->writeSByte(c->strengthExtCur); out->writeSByte(c->strengthExtMax); out->writeSByte(c->intelligenceCur); out->writeSByte(c->intelligenceMax); out->writeSByte(c->wisdomCur); out->writeSByte(c->wisdomMax); out->writeSByte(c->dexterityCur); out->writeSByte(c->dexterityMax); out->writeSByte(c->constitutionCur); out->writeSByte(c->constitutionMax); out->writeSByte(c->charismaCur); out->writeSByte(c->charismaMax); if (_flags.gameID == GI_EOB1) { out->writeSByte(c->hitPointsCur); out->writeSByte(c->hitPointsMax); } else { out->writeSint16LE(c->hitPointsCur); out->writeSint16LE(c->hitPointsMax); } out->writeSByte(c->armorClass); out->writeByte(c->disabledSlots); out->writeByte(c->raceSex); out->writeByte(c->cClass); out->writeByte(c->alignment); out->writeSByte(c->portrait); out->writeByte(c->food); out->write(c->level, 3); for (int ii = 0; ii < 3; ii++) out->writeUint32LE(c->experience[ii]); out->writeUint32LE(0); out->write(c->mageSpells, (_flags.gameID == GI_EOB1) ? 30 : 80); out->write(c->clericSpells, (_flags.gameID == GI_EOB1) ? 30 : 80); out->writeUint32LE(c->mageSpellsAvailableFlags); for (int ii = 0; ii < 27; ii++) out->writeSint16LE(c->inventory[ii]); uint32 ct = _system->getMillis(); for (int ii = 0; ii < 10; ii++) out->writeUint32LE((c->timers[ii] && c->timers[ii] > ct) ? (c->timers[ii] - ct) / _tickLength : 0); out->write(c->events, 10); out->write(c->effectsRemainder, 4); if (c->effectFlags && _flags.gameID == GI_EOB1) { // Spell effect flags are completely different in original EOB I. We only use EOB II style flags in ScummVM. // This doesn't matter much here, since these flags only apply to the temporary spell effects (things like prayer, haste, etc.) anyway. warning("EoBCoreEngine::saveAsOriginalFile(): Character effect flags lost while exporting original EOB1 save file"); out->writeUint32LE(0); } else { out->writeUint32LE(c->effectFlags); } out->writeByte(c->damageTaken); out->write(c->slotStatus, 5); for (int ii = 0; ii < 6; ii++) out->writeByte(0); } out->writeUint16LE(_currentLevel); if (_flags.gameID == GI_EOB2) out->writeSint16LE(_currentSub); out->writeUint16LE(_currentBlock); out->writeUint16LE(_currentDirection); out->writeSint16LE(_itemInHand); if (_flags.gameID == GI_EOB1) { out->writeUint16LE(_hasTempDataFlags); out->writeUint16LE(0); if (_partyEffectFlags) // Spell effect flags are completely different in original EOB I. We only use EOB II style flags in ScummVM. // This doesn't matter much here, since these flags only apply to the temporary spell effects (things like prayer, haste, etc.) anyway. warning("EoBCoreEngine::saveAsOriginalFile(): Party effect flags lost while exporting original EOB1 save file"); } else { out->writeUint32LE(_hasTempDataFlags); out->writeUint32LE(_partyEffectFlags); } if (_flags.gameID == GI_EOB2) out->writeByte(0); _inf->saveState(out, true); int numItems = (_flags.gameID == GI_EOB1) ? 500 : 600; for (int i = 0; i < numItems; i++) { EoBItem *t = &_items[i]; out->writeByte(t->nameUnid); out->writeByte(t->nameId); out->writeByte(t->flags); out->writeSByte(t->icon); out->writeSByte(t->type); out->writeSByte(t->pos); out->writeSint16LE(t->block); out->writeSint16LE(t->next); out->writeSint16LE(t->prev); out->writeByte(t->level); out->writeSByte(t->value); } int numParts = (_flags.gameID == GI_EOB1) ? 12 : 17; int partSize = (_flags.gameID == GI_EOB1) ? 2040 : 2130; uint8 *tempData = new uint8[4096]; uint8 *cmpData = new uint8[1200]; for (int i = 0; i < numParts; i++) { LevelTempData *l = _lvlTempData[i]; memset(tempData, 0, 4096); memset(cmpData, 0, 1200); if (!l || !(_hasTempDataFlags & (1 << i))) { out->write(tempData, partSize); continue; } _curBlockFile = getBlockFileName(i + 1, 0); const uint8 *p = getBlockFileData(); uint16 len = READ_LE_UINT16(p + 4); p += 6; uint8 *d = tempData; for (int ii = 0; ii < 1024; ii++) { for (int iii = 0; iii < 4; iii++) *d++ = l->wallsXorData[ii * len + iii] ^ p[ii * len + iii]; } uint32 outsize = encodeFrame4(tempData, cmpData, 4096); if (outsize > 1200) error("Map compression failure: size of map = %d", outsize); out->write(cmpData, 1200); for (int ii = 0; ii < 30; ii++) { EoBMonsterInPlay *m = &((EoBMonsterInPlay*)l->monsters)[ii]; out->writeByte(m->type); out->writeByte(m->unit); out->writeUint16LE(m->block); out->writeByte(m->pos); out->writeSByte(m->dir); out->writeByte(m->animStep); out->writeByte(m->shpIndex); out->writeSByte(m->mode); out->writeSByte(m->f_9); out->writeSByte(m->curAttackFrame); out->writeSByte(m->spellStatusLeft); out->writeSint16LE(m->hitPointsMax); out->writeSint16LE(m->hitPointsCur); out->writeUint16LE(m->dest); out->writeUint16LE(m->randItem); out->writeUint16LE(m->fixedItem); out->writeByte(m->flags); out->writeByte(m->idleAnimState); if (_flags.gameID == GI_EOB1) out->writeByte(m->stepsTillRemoteAttack); else out->writeByte(m->curRemoteWeapon); out->writeByte(m->numRemoteAttacks); out->writeSByte(m->palette); if (_flags.gameID == GI_EOB1) { out->writeByte(0); } else { out->writeByte(m->directionChanged); out->writeByte(m->stepsTillRemoteAttack); out->writeByte(m->sub); } } if (_flags.gameID == GI_EOB1) continue; for (int ii = 0; ii < 5; ii++) { WallOfForce *w= &((WallOfForce*)l->wallsOfForce)[ii]; out->writeUint16LE(w->block); out->writeUint32LE(w->duration / _tickLength); } } delete[] cmpData; delete[] tempData; out->writeByte(_configMusic ? 1 : 0); out->writeByte(_configMusic ? 1 : 0); out->writeByte(_configHpBarGraphs ? 1 : 0); for (int i = 51; i < 57; i++) { EoBItemType *t = &_itemTypes[i]; out->writeUint16LE(t->invFlags); out->writeUint16LE(t->handFlags); out->writeSByte(t->armorClass); out->writeSByte(t->allowedClasses); out->writeSByte(t->requiredHands); out->writeSByte(t->dmgNumDiceS); out->writeSByte(t->dmgNumPipsS); out->writeSByte(t->dmgIncS); out->writeSByte(t->dmgNumDiceL); out->writeSByte(t->dmgNumPipsL); out->writeSByte(t->dmgIncL); out->writeByte(t->unk1); out->writeUint16LE(t->extraProperties); } out->finalize(); delete out; return true; } void *EoBCoreEngine::generateMonsterTempData(LevelTempData *tmp) { EoBMonsterInPlay *m = new EoBMonsterInPlay[30]; memcpy(m, _monsters, sizeof(EoBMonsterInPlay) * 30); return m; } void EoBCoreEngine::restoreMonsterTempData(LevelTempData *tmp) { memcpy(_monsters, tmp->monsters, sizeof(EoBMonsterInPlay) * 30); } void EoBCoreEngine::releaseMonsterTempData(LevelTempData *tmp) { EoBMonsterInPlay *p = (EoBMonsterInPlay *)tmp->monsters; delete[] p; } void *EoBCoreEngine::generateWallOfForceTempData(LevelTempData *tmp) { WallOfForce *w = new WallOfForce[5]; memcpy(w, _wallsOfForce, sizeof(WallOfForce) * 5); uint32 ct = _system->getMillis(); for (int i = 0; i < 5; i++) w[i].duration = (w[i].duration > ct) ? w[i].duration - ct : _tickLength; return w; } void EoBCoreEngine::restoreWallOfForceTempData(LevelTempData *tmp) { memcpy(_wallsOfForce, tmp->wallsOfForce, sizeof(WallOfForce) * 5); uint32 ct = _system->getMillis(); for (int i = 0; i < 5; i++) _wallsOfForce[i].duration += ct; } void EoBCoreEngine::releaseWallOfForceTempData(LevelTempData *tmp) { WallOfForce *p = (WallOfForce *)tmp->wallsOfForce; delete[] p; } } // End of namespace Kyra #endif // ENABLE_EOB