/* 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 "common/savefile.h" #include "common/stream.h" #include "common/system.h" #include "common/func.h" #include "common/serializer.h" #include "graphics/thumbnail.h" #include "sci/sci.h" #include "sci/event.h" #include "sci/engine/features.h" #include "sci/engine/kernel.h" #include "sci/engine/state.h" #include "sci/engine/message.h" #include "sci/engine/savegame.h" #include "sci/engine/selector.h" #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" #include "sci/parser/vocabulary.h" #include "sci/sound/audio.h" #include "sci/sound/music.h" #ifdef ENABLE_SCI32 #include "sci/graphics/frameout.h" #include "sci/graphics/palette32.h" #include "sci/graphics/remap32.h" #endif namespace Sci { #define VER(x) Common::Serializer::Version(x) #pragma mark - // These are serialization functions for various objects. void syncWithSerializer(Common::Serializer &s, Common::Serializable &obj) { obj.saveLoadWithSerializer(s); } // FIXME: Object could implement Serializable to make use of the function // above. void syncWithSerializer(Common::Serializer &s, Object &obj) { obj.saveLoadWithSerializer(s); } void syncWithSerializer(Common::Serializer &s, reg_t &obj) { // Segment and offset are accessed directly here s.syncAsUint16LE(obj._segment); s.syncAsUint16LE(obj._offset); } void syncWithSerializer(Common::Serializer &s, synonym_t &obj) { s.syncAsUint16LE(obj.replaceant); s.syncAsUint16LE(obj.replacement); } void syncWithSerializer(Common::Serializer &s, Class &obj) { s.syncAsSint32LE(obj.script); syncWithSerializer(s, obj.reg); } void syncWithSerializer(Common::Serializer &s, List &obj) { syncWithSerializer(s, obj.first); syncWithSerializer(s, obj.last); } void syncWithSerializer(Common::Serializer &s, Node &obj) { syncWithSerializer(s, obj.pred); syncWithSerializer(s, obj.succ); syncWithSerializer(s, obj.key); syncWithSerializer(s, obj.value); } #ifdef ENABLE_SCI32 void syncWithSerializer(Common::Serializer &s, SciArray &obj) { byte type = 0; uint32 size = 0; if (s.isSaving()) { type = (byte)obj.getType(); size = obj.getSize(); } s.syncAsByte(type); s.syncAsUint32LE(size); if (s.isLoading()) { obj.setType((int8)type); // HACK: Skip arrays that have a negative type if ((int8)type < 0) return; obj.setSize(size); } for (uint32 i = 0; i < size; i++) { reg_t value; if (s.isSaving()) value = obj.getValue(i); syncWithSerializer(s, value); if (s.isLoading()) obj.setValue(i, value); } } void syncWithSerializer(Common::Serializer &s, SciString &obj) { uint32 size = 0; if (s.isSaving()) { size = obj.getSize(); s.syncAsUint32LE(size); } else { s.syncAsUint32LE(size); obj.setSize(size); } for (uint32 i = 0; i < size; i++) { char value = 0; if (s.isSaving()) value = obj.getValue(i); s.syncAsByte(value); if (s.isLoading()) obj.setValue(i, value); } } #endif #pragma mark - // By default, sync using syncWithSerializer, which in turn can easily be overloaded. template struct DefaultSyncer : Common::BinaryFunction { void operator()(Common::Serializer &s, T &obj) const { syncWithSerializer(s, obj); } }; // Syncer for entries in a segment obj table template struct SegmentObjTableEntrySyncer : Common::BinaryFunction { void operator()(Common::Serializer &s, typename T::Entry &entry) const { s.syncAsSint32LE(entry.next_free); syncWithSerializer(s, entry.data); } }; /** * Sync a Common::Array using a Common::Serializer. * When saving, this writes the length of the array, then syncs (writes) all entries. * When loading, it loads the length of the array, then resizes it accordingly, before * syncing all entries. * * Note: This shouldn't be in common/array.h nor in common/serializer.h, after * all, not all code using arrays wants to use the serializer, and vice versa. * But we could put this into a separate header file in common/ at some point. * Something like common/serializer-extras.h or so. * * TODO: Add something like this for lists, queues.... */ template > struct ArraySyncer : Common::BinaryFunction { void operator()(Common::Serializer &s, Common::Array &arr) const { uint len = arr.size(); s.syncAsUint32LE(len); Syncer sync; // Resize the array if loading. if (s.isLoading()) arr.resize(len); typename Common::Array::iterator i; for (i = arr.begin(); i != arr.end(); ++i) { sync(s, *i); } } }; // Convenience wrapper template void syncArray(Common::Serializer &s, Common::Array &arr) { ArraySyncer sync; sync(s, arr); } template void syncArray(Common::Serializer &s, Common::Array &arr) { ArraySyncer sync; sync(s, arr); } void SegManager::saveLoadWithSerializer(Common::Serializer &s) { if (s.isLoading()) { resetSegMan(); // Reset _scriptSegMap, to be restored below _scriptSegMap.clear(); } s.skip(4, VER(14), VER(18)); // OBSOLETE: Used to be _exportsAreWide uint sync_heap_size = _heap.size(); s.syncAsUint32LE(sync_heap_size); _heap.resize(sync_heap_size); for (uint i = 0; i < sync_heap_size; ++i) { SegmentObj *&mobj = _heap[i]; // Sync the segment type SegmentType type = (s.isSaving() && mobj) ? mobj->getType() : SEG_TYPE_INVALID; s.syncAsUint32LE(type); if (type == SEG_TYPE_HUNK) { // Don't save or load HunkTable segments continue; } else if (type == SEG_TYPE_INVALID) { // If we were saving and mobj == 0, or if we are loading and this is an // entry marked as empty -> skip to next continue; } else if (type == 5) { // Don't save or load the obsolete system string segments if (s.isSaving()) { continue; } else { // Old saved game. Skip the data. Common::String tmp; for (int j = 0; j < 4; j++) { s.syncString(tmp); // OBSOLETE: name s.skip(4); // OBSOLETE: maxSize s.syncString(tmp); // OBSOLETE: value } _heap[i] = NULL; // set as freed continue; } #ifdef ENABLE_SCI32 } else if (type == SEG_TYPE_ARRAY) { // Set the correct segment for SCI32 arrays _arraysSegId = i; } else if (type == SEG_TYPE_STRING) { // Set the correct segment for SCI32 strings _stringSegId = i; #endif } if (s.isLoading()) mobj = SegmentObj::createSegmentObj(type); assert(mobj); // Let the object sync custom data. Scripts are loaded at this point. mobj->saveLoadWithSerializer(s); if (type == SEG_TYPE_SCRIPT) { Script *scr = (Script *)mobj; // If we are loading a script, perform some extra steps if (s.isLoading()) { // Hook the script up in the script->segment map _scriptSegMap[scr->getScriptNumber()] = i; ObjMap objects = scr->getObjectMap(); for (ObjMap::iterator it = objects.begin(); it != objects.end(); ++it) it->_value.syncBaseObject(scr->getBuf(it->_value.getPos().getOffset())); } // Sync the script's string heap if (s.getVersion() >= 28) scr->syncStringHeap(s); } } s.syncAsSint32LE(_clonesSegId); s.syncAsSint32LE(_listsSegId); s.syncAsSint32LE(_nodesSegId); syncArray(s, _classTable); // Now that all scripts are loaded, init their objects. // Just like in Script::initializeObjectsSci0, we do two passes // in case an object is loaded before its base. int passes = getSciVersion() < SCI_VERSION_1_1 ? 2 : 1; for (int pass = 1; pass <= passes; ++pass) { for (uint i = 0; i < _heap.size(); i++) { if (!_heap[i] || _heap[i]->getType() != SEG_TYPE_SCRIPT) continue; Script *scr = (Script *)_heap[i]; scr->syncLocalsBlock(this); ObjMap objects = scr->getObjectMap(); for (ObjMap::iterator it = objects.begin(); it != objects.end(); ++it) { reg_t addr = it->_value.getPos(); Object *obj = scr->scriptObjInit(addr, false); if (pass == 2) { if (!obj->initBaseObject(this, addr, false)) { // TODO/FIXME: This should not be happening at all. It might indicate a possible issue // with the garbage collector. It happens for example in LSL5 (German, perhaps English too). warning("Failed to locate base object for object at %04X:%04X; skipping", PRINT_REG(addr)); objects.erase(addr.toUint16()); } } } } } } static void sync_SavegameMetadata(Common::Serializer &s, SavegameMetadata &obj) { s.syncString(obj.name); s.syncVersion(CURRENT_SAVEGAME_VERSION); obj.version = s.getVersion(); s.syncString(obj.gameVersion); s.syncAsSint32LE(obj.saveDate); s.syncAsSint32LE(obj.saveTime); if (s.getVersion() < 22) { obj.gameObjectOffset = 0; obj.script0Size = 0; } else { s.syncAsUint16LE(obj.gameObjectOffset); s.syncAsUint16LE(obj.script0Size); } // Playtime obj.playTime = 0; if (s.isLoading()) { if (s.getVersion() >= 26) s.syncAsUint32LE(obj.playTime); } else { if (s.getVersion() >= 34) { obj.playTime = g_sci->getTickCount(); } else { obj.playTime = g_engine->getTotalPlayTime() / 1000; } s.syncAsUint32LE(obj.playTime); } } void EngineState::saveLoadWithSerializer(Common::Serializer &s) { Common::String tmp; s.syncString(tmp, VER(14), VER(23)); // OBSOLETE: Used to be gameVersion if (getSciVersion() <= SCI_VERSION_1_1) { // Save/Load picPort as well for SCI0-SCI1.1. Necessary for Castle of Dr. Brain, // as the picPort has been changed when loading during the intro int16 picPortTop, picPortLeft; Common::Rect picPortRect; if (s.isSaving()) picPortRect = g_sci->_gfxPorts->kernelGetPicWindow(picPortTop, picPortLeft); s.syncAsSint16LE(picPortRect.top); s.syncAsSint16LE(picPortRect.left); s.syncAsSint16LE(picPortRect.bottom); s.syncAsSint16LE(picPortRect.right); s.syncAsSint16LE(picPortTop); s.syncAsSint16LE(picPortLeft); if (s.isLoading()) g_sci->_gfxPorts->kernelSetPicWindow(picPortRect, picPortTop, picPortLeft, false); } _segMan->saveLoadWithSerializer(s); g_sci->_soundCmd->syncPlayList(s); #ifdef ENABLE_SCI32 if (getSciVersion() >= SCI_VERSION_2) { g_sci->_gfxPalette32->saveLoadWithSerializer(s); } else #endif g_sci->_gfxPalette16->saveLoadWithSerializer(s); } void Vocabulary::saveLoadWithSerializer(Common::Serializer &s) { syncArray(s, _synonyms); } void LocalVariables::saveLoadWithSerializer(Common::Serializer &s) { s.syncAsSint32LE(script_id); syncArray(s, _locals); } void Object::saveLoadWithSerializer(Common::Serializer &s) { s.syncAsSint32LE(_flags); syncWithSerializer(s, _pos); s.syncAsSint32LE(_methodCount); // that's actually a uint16 syncArray(s, _variables); } template void sync_Table(Common::Serializer &s, T &obj) { s.syncAsSint32LE(obj.first_free); s.syncAsSint32LE(obj.entries_used); syncArray >(s, obj._table); } void CloneTable::saveLoadWithSerializer(Common::Serializer &s) { sync_Table(s, *this); } void NodeTable::saveLoadWithSerializer(Common::Serializer &s) { sync_Table(s, *this); } void ListTable::saveLoadWithSerializer(Common::Serializer &s) { sync_Table(s, *this); } void HunkTable::saveLoadWithSerializer(Common::Serializer &s) { // Do nothing, hunk tables are not actually saved nor loaded. } void Script::syncStringHeap(Common::Serializer &s) { if (getSciVersion() < SCI_VERSION_1_1) { // Sync all of the SCI_OBJ_STRINGS blocks byte *buf = _buf; bool oldScriptHeader = (getSciVersion() == SCI_VERSION_0_EARLY); if (oldScriptHeader) buf += 2; do { int blockType = READ_LE_UINT16(buf); int blockSize; if (blockType == 0) break; blockSize = READ_LE_UINT16(buf + 2); assert(blockSize > 0); if (blockType == SCI_OBJ_STRINGS) s.syncBytes(buf, blockSize); buf += blockSize; if (_buf - buf == 0) break; } while (1); } else if (getSciVersion() >= SCI_VERSION_1_1 && getSciVersion() <= SCI_VERSION_2_1_LATE){ // Strings in SCI1.1 come after the object instances byte *buf = _heapStart + 4 + READ_SCI11ENDIAN_UINT16(_heapStart + 2) * 2; // Skip all of the objects while (READ_SCI11ENDIAN_UINT16(buf) == SCRIPT_OBJECT_MAGIC_NUMBER) buf += READ_SCI11ENDIAN_UINT16(buf + 2) * 2; // Now, sync everything till the end of the buffer s.syncBytes(buf, _heapSize - (buf - _heapStart)); } else if (getSciVersion() == SCI_VERSION_3) { warning("TODO: syncStringHeap(): Implement SCI3 variant"); } } void Script::saveLoadWithSerializer(Common::Serializer &s) { s.syncAsSint32LE(_nr); if (s.isLoading()) load(_nr, g_sci->getResMan(), g_sci->getScriptPatcher()); s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _bufSize s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _scriptSize s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _heapSize s.skip(4, VER(14), VER(19)); // OBSOLETE: Used to be _numExports s.skip(4, VER(14), VER(19)); // OBSOLETE: Used to be _numSynonyms s.syncAsSint32LE(_lockers); // Sync _objects. This is a hashmap, and we use the following on disk format: // First we store the number of items in the hashmap, then we store each // object (which is an 'Object' instance). For loading, we take advantage // of the fact that the key of each Object obj is just obj._pos.offset ! // By "chance" this format is identical to the format used to sync Common::Array<>, // hence we can still old savegames with identical code :). uint numObjs = _objects.size(); s.syncAsUint32LE(numObjs); if (s.isLoading()) { _objects.clear(); Object tmp; for (uint i = 0; i < numObjs; ++i) { syncWithSerializer(s, tmp); _objects[tmp.getPos().getOffset()] = tmp; } } else { ObjMap::iterator it; const ObjMap::iterator end = _objects.end(); for (it = _objects.begin(); it != end; ++it) { syncWithSerializer(s, it->_value); } } s.skip(4, VER(14), VER(20)); // OBSOLETE: Used to be _localsOffset s.syncAsSint32LE(_localsSegment); s.syncAsSint32LE(_markedAsDeleted); } void DynMem::saveLoadWithSerializer(Common::Serializer &s) { s.syncAsSint32LE(_size); s.syncString(_description); if (!_buf && _size) { _buf = (byte *)calloc(_size, 1); } if (_size) s.syncBytes(_buf, _size); } void DataStack::saveLoadWithSerializer(Common::Serializer &s) { s.syncAsUint32LE(_capacity); if (s.isLoading()) { free(_entries); _entries = (reg_t *)calloc(_capacity, sizeof(reg_t)); } } #pragma mark - void SciMusic::saveLoadWithSerializer(Common::Serializer &s) { // Sync song lib data. When loading, the actual song lib will be initialized // afterwards in gamestate_restore() int songcount = 0; byte masterVolume = soundGetMasterVolume(); byte reverb = _pMidiDrv->getReverb(); if (s.isSaving()) { s.syncAsByte(_soundOn); s.syncAsByte(masterVolume); s.syncAsByte(reverb, VER(17)); } else if (s.isLoading()) { if (s.getVersion() >= 15) { s.syncAsByte(_soundOn); s.syncAsByte(masterVolume); reverb = 0; s.syncAsByte(reverb, VER(17)); } else { _soundOn = true; masterVolume = 15; reverb = 0; } soundSetSoundOn(_soundOn); soundSetMasterVolume(masterVolume); setGlobalReverb(reverb); } if (s.isSaving()) songcount = _playList.size(); s.syncAsUint32LE(songcount); if (s.isLoading()) clearPlayList(); Common::StackLock lock(_mutex); if (s.isLoading()) { for (int i = 0; i < songcount; i++) { MusicEntry *curSong = new MusicEntry(); curSong->saveLoadWithSerializer(s); _playList.push_back(curSong); } } else { for (int i = 0; i < songcount; i++) { _playList[i]->saveLoadWithSerializer(s); } } } void MusicEntry::saveLoadWithSerializer(Common::Serializer &s) { syncWithSerializer(s, soundObj); s.syncAsSint16LE(resourceId); s.syncAsSint16LE(dataInc); s.syncAsSint16LE(ticker); s.syncAsSint16LE(signal, VER(17)); if (s.getVersion() >= 31) // FE sound/music.h -> priority s.syncAsSint16LE(priority); else s.syncAsByte(priority); s.syncAsSint16LE(loop, VER(17)); s.syncAsByte(volume); s.syncAsByte(hold, VER(17)); s.syncAsByte(fadeTo); s.syncAsSint16LE(fadeStep); s.syncAsSint32LE(fadeTicker); s.syncAsSint32LE(fadeTickerStep); s.syncAsByte(status); if (s.getVersion() >= 32) s.syncAsByte(playBed); else if (s.isLoading()) playBed = false; if (s.getVersion() >= 33) s.syncAsByte(overridePriority); else if (s.isLoading()) overridePriority = false; // pMidiParser and pStreamAud will be initialized when the // sound list is reconstructed in gamestate_restore() if (s.isLoading()) { soundRes = 0; pMidiParser = 0; pStreamAud = 0; reverb = -1; // invalid reverb, will be initialized in processInitSound() } } void SoundCommandParser::syncPlayList(Common::Serializer &s) { _music->saveLoadWithSerializer(s); } void SoundCommandParser::reconstructPlayList() { Common::StackLock lock(_music->_mutex); // We store all songs here because starting songs may re-shuffle their order MusicList songs; for (MusicList::iterator i = _music->getPlayListStart(); i != _music->getPlayListEnd(); ++i) songs.push_back(*i); for (MusicList::iterator i = songs.begin(); i != songs.end(); ++i) { initSoundResource(*i); if ((*i)->status == kSoundPlaying) { // WORKAROUND: PQ3 (German?) scripts can set volume negative in the // sound object directly without going through DoSound. // Since we re-read this selector when re-playing the sound after loading, // this will lead to unexpected behaviour. As a workaround we // sync the sound object's selectors here. (See bug #5501) writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(loop), (*i)->loop); writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(priority), (*i)->priority); if (_soundVersion >= SCI_VERSION_1_EARLY) writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(vol), (*i)->volume); processPlaySound((*i)->soundObj, (*i)->playBed); } } } #ifdef ENABLE_SCI32 void ArrayTable::saveLoadWithSerializer(Common::Serializer &ser) { if (ser.getVersion() < 18) return; sync_Table(ser, *this); } void StringTable::saveLoadWithSerializer(Common::Serializer &ser) { if (ser.getVersion() < 18) return; sync_Table(ser, *this); } #endif void GfxPalette::palVarySaveLoadPalette(Common::Serializer &s, Palette *palette) { s.syncBytes(palette->mapping, 256); s.syncAsUint32LE(palette->timestamp); for (int i = 0; i < 256; i++) { s.syncAsByte(palette->colors[i].used); s.syncAsByte(palette->colors[i].r); s.syncAsByte(palette->colors[i].g); s.syncAsByte(palette->colors[i].b); } s.syncBytes(palette->intensity, 256); } void GfxPalette::saveLoadWithSerializer(Common::Serializer &s) { if (s.getVersion() >= 25) { // We need to save intensity of the _sysPalette at least for kq6 when entering the dark cave (room 390) // from room 340. scripts will set intensity to 60 for this room and restore them when leaving. // Sierra SCI is also doing this (although obviously not for SCI0->SCI01 games, still it doesn't hurt // to save it everywhere). Refer to bug #3072868 s.syncBytes(_sysPalette.intensity, 256); } if (s.getVersion() >= 24) { if (s.isLoading() && _palVaryResourceId != -1) palVaryRemoveTimer(); s.syncAsSint32LE(_palVaryResourceId); if (_palVaryResourceId != -1) { palVarySaveLoadPalette(s, &_palVaryOriginPalette); palVarySaveLoadPalette(s, &_palVaryTargetPalette); s.syncAsSint16LE(_palVaryStep); s.syncAsSint16LE(_palVaryStepStop); s.syncAsSint16LE(_palVaryDirection); s.syncAsUint16LE(_palVaryTicks); s.syncAsSint32LE(_palVaryPaused); } _palVarySignal = 0; if (s.isLoading() && _palVaryResourceId != -1) { palVaryInstallTimer(); } } } #ifdef ENABLE_SCI32 void saveLoadPalette32(Common::Serializer &s, Palette *const palette) { s.syncAsUint32LE(palette->timestamp); for (int i = 0; i < ARRAYSIZE(palette->colors); ++i) { s.syncAsByte(palette->colors[i].used); s.syncAsByte(palette->colors[i].r); s.syncAsByte(palette->colors[i].g); s.syncAsByte(palette->colors[i].b); } } void saveLoadOptionalPalette32(Common::Serializer &s, Palette **const palette) { bool hasPalette; if (s.isSaving()) { hasPalette = (*palette != nullptr); } s.syncAsByte(hasPalette); if (hasPalette) { if (s.isLoading()) { *palette = new Palette; } saveLoadPalette32(s, *palette); } } void GfxPalette32::saveLoadWithSerializer(Common::Serializer &s) { if (s.getVersion() < 34) { return; } if (s.isLoading()) { ++_version; } s.syncAsSint16LE(_varyDirection); s.syncAsSint16LE(_varyPercent); s.syncAsSint16LE(_varyTargetPercent); s.syncAsSint16LE(_varyFromColor); s.syncAsSint16LE(_varyToColor); s.syncAsUint16LE(_varyNumTimesPaused); s.syncAsByte(_needsUpdate); s.syncAsSint32LE(_varyTime); s.syncAsUint32LE(_varyLastTick); for (int i = 0; i < ARRAYSIZE(_fadeTable); ++i) { s.syncAsByte(_fadeTable[i]); } for (int i = 0; i < ARRAYSIZE(_cycleMap); ++i) { s.syncAsByte(_cycleMap[i]); } saveLoadOptionalPalette32(s, &_varyTargetPalette); saveLoadOptionalPalette32(s, &_varyStartPalette); // NOTE: _sourcePalette and _nextPalette are not saved // by SCI engine for (int i = 0; i < ARRAYSIZE(_cyclers); ++i) { PalCycler *cycler = nullptr; bool hasCycler; if (s.isSaving()) { cycler = _cyclers[i]; hasCycler = (cycler != nullptr); } s.syncAsByte(hasCycler); if (hasCycler) { if (s.isLoading()) { _cyclers[i] = cycler = new PalCycler; } s.syncAsByte(cycler->fromColor); s.syncAsUint16LE(cycler->numColorsToCycle); s.syncAsByte(cycler->currentCycle); s.syncAsByte(cycler->direction); s.syncAsUint32LE(cycler->lastUpdateTick); s.syncAsSint16LE(cycler->delay); s.syncAsUint16LE(cycler->numTimesPaused); } } } void GfxRemap32::saveLoadWithSerializer(Common::Serializer &s) { if (s.getVersion() < 35) { return; } s.syncAsByte(_numActiveRemaps); s.syncAsByte(_blockedRangeStart); s.syncAsSint16LE(_blockedRangeCount); for (uint i = 0; i < _remaps.size(); ++i) { SingleRemap &singleRemap = _remaps[i]; s.syncAsByte(singleRemap._type); if (s.isLoading() && singleRemap._type != kRemapNone) { singleRemap.reset(); } s.syncAsByte(singleRemap._from); s.syncAsByte(singleRemap._to); s.syncAsByte(singleRemap._delta); s.syncAsByte(singleRemap._percent); s.syncAsByte(singleRemap._gray); } if (s.isLoading()) { _needsUpdate = true; } } #endif void GfxPorts::saveLoadWithSerializer(Common::Serializer &s) { // reset() is called directly way earlier in gamestate_restore() if (s.getVersion() >= 27) { uint windowCount = 0; uint id = PORTS_FIRSTSCRIPTWINDOWID; if (s.isSaving()) { while (id < _windowsById.size()) { if (_windowsById[id]) windowCount++; id++; } } // Save/Restore window count s.syncAsUint32LE(windowCount); if (s.isSaving()) { id = PORTS_FIRSTSCRIPTWINDOWID; while (id < _windowsById.size()) { if (_windowsById[id]) { Window *window = (Window *)_windowsById[id]; window->saveLoadWithSerializer(s); } id++; } } else { id = PORTS_FIRSTSCRIPTWINDOWID; while (windowCount) { Window *window = new Window(0); window->saveLoadWithSerializer(s); // add enough entries inside _windowsById as needed while (id <= window->id) { _windowsById.push_back(0); id++; } _windowsById[window->id] = window; // _windowList may not be 100% correct using that way of restoring // saving/restoring ports won't work perfectly anyway, because the contents // of the window can only get repainted by the scripts and they dont do that // so we will get empty, transparent windows instead. So perfect window order // shouldn't really matter if (window->counterTillFree) { _freeCounter++; } else { // we don't put the saved script windows into _windowList[], so that they aren't used // by kernel functions. This is important and would cause issues otherwise. // see Conquests of Camelot - bug #6744 - when saving on the map screen (room 103), // restoring would result in a black window in place // where the area name was displayed before // In Sierra's SCI the behaviour is identical to us // Sierra's SCI won't show those windows after restoring // If this should cause issues in another game, we would have to add a flag to simply // avoid any drawing operations for such windows // We still have to restore script windows, because for example Conquests of Camelot // will immediately delete windows, that were created before saving the game. } windowCount--; } } } } void SegManager::reconstructStack(EngineState *s) { DataStack *stack = (DataStack *)(_heap[findSegmentByType(SEG_TYPE_STACK)]); s->stack_base = stack->_entries; s->stack_top = s->stack_base + stack->_capacity; } void SegManager::reconstructClones() { for (uint i = 0; i < _heap.size(); i++) { SegmentObj *mobj = _heap[i]; if (mobj && mobj->getType() == SEG_TYPE_CLONES) { CloneTable *ct = (CloneTable *)mobj; for (uint j = 0; j < ct->_table.size(); j++) { // Check if the clone entry is used uint entryNum = (uint)ct->first_free; bool isUsed = true; while (entryNum != ((uint) CloneTable::HEAPENTRY_INVALID)) { if (entryNum == j) { isUsed = false; break; } entryNum = ct->_table[entryNum].next_free; } if (!isUsed) continue; CloneTable::value_type &seeker = ct->at(j); const Object *baseObj = getObject(seeker.getSpeciesSelector()); seeker.cloneFromObject(baseObj); if (!baseObj) { // Can happen when loading some KQ6 savegames warning("Clone entry without a base class: %d", j); } } // end for } // end if } // end for } #pragma mark - bool gamestate_save(EngineState *s, Common::WriteStream *fh, const Common::String &savename, const Common::String &version) { TimeDate curTime; g_system->getTimeAndDate(curTime); SavegameMetadata meta; meta.version = CURRENT_SAVEGAME_VERSION; meta.name = savename; meta.gameVersion = version; meta.saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF); meta.saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF); Resource *script0 = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 0), false); meta.script0Size = script0->size; meta.gameObjectOffset = g_sci->getGameObject().getOffset(); // Checking here again if (s->executionStackBase) { warning("Cannot save from below kernel function"); return false; } Common::Serializer ser(0, fh); sync_SavegameMetadata(ser, meta); Graphics::saveThumbnail(*fh); s->saveLoadWithSerializer(ser); // FIXME: Error handling? if (g_sci->_gfxPorts) g_sci->_gfxPorts->saveLoadWithSerializer(ser); Vocabulary *voc = g_sci->getVocabulary(); if (voc) voc->saveLoadWithSerializer(ser); // TODO: SSCI (at least JonesCD, presumably more) also stores the Menu state return true; } extern void showScummVMDialog(const Common::String &message); void gamestate_delayedrestore(EngineState *s) { 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) { // found a savegame file gamestate_restore(s, in); delete in; if (s->r_acc != make_reg(0, 1)) { gamestate_afterRestoreFixUp(s, savegameId); return; } } 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; Common::Serializer ser(fh, 0); sync_SavegameMetadata(ser, meta); if (fh->eos()) { s->r_acc = TRUE_REG; // signal failure return; } if ((meta.version < MINIMUM_SAVEGAME_VERSION) || (meta.version > CURRENT_SAVEGAME_VERSION)) { if (meta.version < MINIMUM_SAVEGAME_VERSION) { showScummVMDialog("The format of this saved game is obsolete, unable to load it"); } else { Common::String msg = Common::String::format("Savegame version is %d, maximum supported is %0d", meta.version, CURRENT_SAVEGAME_VERSION); showScummVMDialog(msg); } s->r_acc = TRUE_REG; // signal failure return; } if (meta.gameObjectOffset > 0 && meta.script0Size > 0) { Resource *script0 = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 0), false); if (script0->size != meta.script0Size || g_sci->getGameObject().getOffset() != meta.gameObjectOffset) { showScummVMDialog("This saved game was created with a different version of the game, unable to load it"); s->r_acc = TRUE_REG; // signal failure return; } } // We don't need the thumbnail here, so just read it and discard it Graphics::skipThumbnail(*fh); // reset ports is one of the first things we do, because that may free() some hunk memory // and we don't want to do that after we read in the saved game hunk memory if (g_sci->_gfxPorts) g_sci->_gfxPorts->reset(); // clear screen 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 // 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); s->saveLoadWithSerializer(ser); // FIXME: Error handling? // Now copy all current state information s->_segMan->reconstructStack(s); s->_segMan->reconstructClones(); s->initGlobals(); s->gcCountDown = GC_INTERVAL - 1; // Time state: s->lastWaitTime = g_system->getMillis(); s->_screenUpdateTime = g_system->getMillis(); if (meta.version >= 34) { g_sci->setTickCount(meta.playTime); } else { g_engine->setTotalPlayTime(meta.playTime * 1000); } 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); g_sci->_soundCmd->reconstructPlayList(); // Message state: delete s->_msgState; s->_msgState = new MessageState(s->_segMan); // System strings: s->_segMan->initSysStrings(); s->abortScriptProcessing = kAbortLoadGame; // signal restored game to game scripts s->gameIsRestarting = GAMEISRESTARTING_RESTORE; s->_delayedRestoreFromLauncher = false; } bool get_savegame_metadata(Common::SeekableReadStream *stream, SavegameMetadata *meta) { assert(stream); assert(meta); Common::Serializer ser(stream, 0); sync_SavegameMetadata(ser, *meta); if (stream->eos()) return false; if ((meta->version < MINIMUM_SAVEGAME_VERSION) || (meta->version > CURRENT_SAVEGAME_VERSION)) { if (meta->version < MINIMUM_SAVEGAME_VERSION) warning("Old savegame version detected- can't load"); else warning("Savegame version is %d- maximum supported is %0d", meta->version, CURRENT_SAVEGAME_VERSION); return false; } return true; } } // End of namespace Sci