/* 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/config-manager.h" #include "common/memstream.h" #include "common/savefile.h" #include "common/system.h" #include "common/zlib.h" #include "scumm/actor.h" #include "scumm/charset.h" #include "scumm/imuse_digi/dimuse.h" #include "scumm/imuse/imuse.h" #include "player_towns.h" #include "scumm/he/intern_he.h" #include "scumm/object.h" #include "scumm/resource.h" #include "scumm/saveload.h" #include "scumm/scumm_v0.h" #include "scumm/scumm_v7.h" #include "scumm/sound.h" #include "scumm/he/sprite_he.h" #include "scumm/verbs.h" #include "audio/mixer.h" #include "backends/audiocd/audiocd.h" #include "graphics/thumbnail.h" namespace Scumm { struct SaveGameHeader { uint32 type; uint32 size; uint32 ver; char name[32]; }; struct SaveInfoSection { uint32 type; uint32 version; uint32 size; uint32 timeTValue; // Obsolete since version 2, but kept for compatibility uint32 playtime; uint32 date; uint16 time; }; #define SaveInfoSectionSize (4+4+4 + 4+4 + 4+2) #define INFOSECTION_VERSION 2 #pragma mark - Common::Error ScummEngine::loadGameState(int slot) { requestLoad(slot); return Common::kNoError; } bool ScummEngine::canLoadGameStateCurrently() { // FIXME: For now always allow loading in V0-V3 games // FIXME: Actually, we might wish to support loading in more places. // As long as we are sure it won't cause any problems... Are we // aware of *any* spots where loading is not supported? // HE games are limited to original load and save interface only, // due to numerous glitches (see bug #1726909) that can occur. // // Except the earliest HE Games (3DO and initial DOS version of // puttputt), which didn't offer scripted load/save screens. if (_game.heversion >= 62) return false; // COMI always disables saving/loading (to tell the truth: // the main menu) via its scripts, thus we need to make an // exception here. This the same forced overwriting of the // script decisions as in ScummEngine::processKeyboard. if (_game.id == GID_CMI) return true; return (VAR_MAINMENU_KEY == 0xFF || VAR(VAR_MAINMENU_KEY) != 0); } Common::Error ScummEngine::saveGameState(int slot, const Common::String &desc) { requestSave(slot, desc); return Common::kNoError; } bool ScummEngine::canSaveGameStateCurrently() { // FIXME: For now always allow loading in V0-V3 games // TODO: Should we disallow saving in some more places, // e.g. when a SAN movie is playing? Not sure whether the // original EXE allowed this. // HE games are limited to original load and save interface only, // due to numerous glitches (see bug #1726909) that can occur. // // Except the earliest HE Games (3DO and initial DOS version of // puttputt), which didn't offer scripted load/save screens. if (_game.heversion >= 62) return false; // COMI always disables saving/loading (to tell the truth: // the main menu) via its scripts, thus we need to make an // exception here. This the same forced overwriting of the // script decisions as in ScummEngine::processKeyboard. if (_game.id == GID_CMI) return true; // SCUMM v4+ doesn't allow saving in room 0 or if // VAR(VAR_MAINMENU_KEY) to set to zero. return (VAR_MAINMENU_KEY == 0xFF || (VAR(VAR_MAINMENU_KEY) != 0 && _currentRoom != 0)); } void ScummEngine::requestSave(int slot, const Common::String &name) { _saveLoadSlot = slot; _saveTemporaryState = false; _saveLoadFlag = 1; // 1 for save _saveLoadDescription = name; } void ScummEngine::requestLoad(int slot) { _saveLoadSlot = slot; _saveTemporaryState = false; _saveLoadFlag = 2; // 2 for load } static bool saveSaveGameHeader(Common::OutSaveFile *out, SaveGameHeader &hdr) { hdr.type = MKTAG('S','C','V','M'); hdr.size = 0; hdr.ver = CURRENT_VER; out->writeUint32BE(hdr.type); out->writeUint32LE(hdr.size); out->writeUint32LE(hdr.ver); out->write(hdr.name, sizeof(hdr.name)); return true; } bool ScummEngine::saveState(Common::OutSaveFile *out, bool writeHeader) { SaveGameHeader hdr; if (writeHeader) { Common::strlcpy(hdr.name, _saveLoadDescription.c_str(), sizeof(hdr.name)); saveSaveGameHeader(out, hdr); } #if !defined(__DS__) && !defined(__N64__) /* && !defined(__PLAYSTATION2__) */ Graphics::saveThumbnail(*out); #endif saveInfos(out); Serializer ser(0, out, CURRENT_VER); saveOrLoad(&ser); return true; } bool ScummEngine::saveState(int slot, bool compat) { bool saveFailed; Common::String filename; Common::OutSaveFile *out; pauseEngine(true); if (_saveLoadSlot == 255) { // Allow custom filenames for save game system in HE Games filename = _saveLoadFileName; } else { filename = makeSavegameName(slot, compat); } if (!(out = _saveFileMan->openForSaving(filename))) return false; saveFailed = false; if (!saveState(out)) saveFailed = true; out->finalize(); if (out->err()) saveFailed = true; delete out; if (saveFailed) { debug(1, "State save as '%s' FAILED", filename.c_str()); return false; } debug(1, "State saved as '%s'", filename.c_str()); pauseEngine(false); return true; } void ScummEngine_v4::prepareSavegame() { Common::MemoryWriteStreamDynamic *memStream; Common::WriteStream *writeStream; // free memory of the last prepared savegame delete _savePreparedSavegame; _savePreparedSavegame = NULL; // store headerless savegame in a compressed memory stream memStream = new Common::MemoryWriteStreamDynamic(); writeStream = Common::wrapCompressedWriteStream(memStream); if (saveState(writeStream, false)) { // we have to finalize the compression-stream first, otherwise the internal // memory-stream pointer will be zero (Important: flush() does not work here!). writeStream->finalize(); if (!writeStream->err()) { // wrap uncompressing MemoryReadStream around the savegame data _savePreparedSavegame = Common::wrapCompressedReadStream( new Common::MemoryReadStream(memStream->getData(), memStream->size(), DisposeAfterUse::YES)); } } // free the CompressedWriteStream and MemoryWriteStreamDynamic // but not the memory stream's internal buffer delete writeStream; } bool ScummEngine_v4::savePreparedSavegame(int slot, char *desc) { bool success; Common::String filename; Common::OutSaveFile *out; SaveGameHeader hdr; uint32 nread, nwritten; out = 0; success = true; // check if savegame was successfully stored in memory if (!_savePreparedSavegame) success = false; // open savegame file if (success) { filename = makeSavegameName(slot, false); if (!(out = _saveFileMan->openForSaving(filename))) { success = false; } } // write header to file if (success) { memset(hdr.name, 0, sizeof(hdr.name)); strncpy(hdr.name, desc, sizeof(hdr.name)-1); success = saveSaveGameHeader(out, hdr); } // copy savegame from memory-stream to file if (success) { _savePreparedSavegame->seek(0, SEEK_SET); byte buffer[1024]; while ((nread = _savePreparedSavegame->read(buffer, sizeof(buffer)))) { nwritten = out->write(buffer, nread); if (nwritten < nread) { success = false; break; } } } if (out) { out->finalize(); if (out->err()) success = false; delete out; } if (!success) { debug(1, "State save as '%s' FAILED", filename.c_str()); return false; } else { debug(1, "State saved as '%s'", filename.c_str()); return true; } } static bool loadSaveGameHeader(Common::SeekableReadStream *in, SaveGameHeader &hdr) { hdr.type = in->readUint32BE(); hdr.size = in->readUint32LE(); hdr.ver = in->readUint32LE(); in->read(hdr.name, sizeof(hdr.name)); return !in->err() && hdr.type == MKTAG('S','C','V','M'); } bool ScummEngine::loadState(int slot, bool compat) { Common::String filename; Common::SeekableReadStream *in; SaveGameHeader hdr; int sb, sh; if (_saveLoadSlot == 255) { // Allow custom filenames for save game system in HE Games filename = _saveLoadFileName; } else { filename = makeSavegameName(slot, compat); } if (!(in = _saveFileMan->openForLoading(filename))) return false; if (!loadSaveGameHeader(in, hdr)) { warning("Invalid savegame '%s'", filename.c_str()); delete in; return false; } // In older versions of ScummVM, the header version was not endian safe. // We account for that by retrying once with swapped byte order in case // we see a version that is higher than anything we'd expect... if (hdr.ver > 0xFFFFFF) hdr.ver = SWAP_BYTES_32(hdr.ver); // Reject save games which are too old or too new. Note that // We do not really support V7 games, but still accept them here // to work around a bug from the stone age (see below for more // information). if (hdr.ver < VER(7) || hdr.ver > CURRENT_VER) { warning("Invalid version of '%s'", filename.c_str()); delete in; return false; } // We (deliberately) broke HE savegame compatibility at some point. if (hdr.ver < VER(50) && _game.heversion >= 71) { warning("Unsupported version of '%s'", filename.c_str()); delete in; return false; } // Since version 52 a thumbnail is saved directly after the header. if (hdr.ver >= VER(52)) { // Prior to version 75 we always required an thumbnail to be present if (hdr.ver <= VER(74)) { if (!Graphics::checkThumbnailHeader(*in)) { warning("Can not load thumbnail"); delete in; return false; } } Graphics::skipThumbnail(*in); } // Since version 56 we save additional information about the creation of // the save game and the save time. if (hdr.ver >= VER(56)) { SaveStateMetaInfos infos; if (!loadInfos(in, &infos)) { warning("Info section could not be found"); delete in; return false; } setTotalPlayTime(infos.playtime * 1000); } else { // start time counting setTotalPlayTime(); } // Due to a bug in scummvm up to and including 0.3.0, save games could be saved // in the V8/V9 format but were tagged with a V7 mark. Ouch. So we just pretend V7 == V8 here if (hdr.ver == VER(7)) hdr.ver = VER(8); hdr.name[sizeof(hdr.name)-1] = 0; _saveLoadDescription = hdr.name; // Unless specifically requested with _saveSound, we do not save the iMUSE // state for temporary state saves - such as certain cutscenes in DOTT, // FOA, Sam and Max, etc. // // Thus, we should probably not stop music when restoring from one of // these saves. This change stops the Mole Man theme from going quiet in // Sam & Max when Doug tells you about the Ball of Twine, as mentioned in // patch #886058. // // If we don't have iMUSE at all we may as well stop the sounds. The previous // default behavior here was to stopAllSounds on all state restores. if (!_imuse || _saveSound || !_saveTemporaryState) _sound->stopAllSounds(); #ifdef ENABLE_SCUMM_7_8 if (_imuseDigital) { _imuseDigital->stopAllSounds(); _imuseDigital->resetState(); } #endif _sound->stopCD(); _sound->pauseSounds(true); closeRoom(); memset(_inventory, 0, sizeof(_inventory[0]) * _numInventory); memset(_newNames, 0, sizeof(_newNames[0]) * _numNewNames); // Because old savegames won't fill the entire gfxUsageBits[] array, // clear it here just to be sure it won't hold any unforseen garbage. memset(gfxUsageBits, 0, sizeof(gfxUsageBits)); // Nuke all resources for (ResType type = rtFirst; type <= rtLast; type = ResType(type + 1)) if (type != rtTemp && type != rtBuffer && (type != rtSound || _saveSound || !compat)) for (ResId idx = 0; idx < _res->_types[type].size(); idx++) { _res->nukeResource(type, idx); } resetScummVars(); if (_game.features & GF_OLD_BUNDLE) loadCharset(0); // FIXME - HACK ? // // Now do the actual loading // Serializer ser(in, 0, hdr.ver); saveOrLoad(&ser); delete in; // Update volume settings syncSoundSettings(); if (_townsPlayer && (hdr.ver >= VER(81))) _townsPlayer->restoreAfterLoad(); // Init NES costume data if (_game.platform == Common::kPlatformNES) { if (hdr.ver < VER(47)) _NESCostumeSet = 0; NES_loadCostumeSet(_NESCostumeSet); } // Normally, _vm->_screenTop should always be >= 0, but for some old save games // it is not, hence we check & correct it here. if (_screenTop < 0) _screenTop = 0; // WORKAROUND bug #795214: For unknown reasons, object 819 sometimes is in // state 1 in old save games, implying it should be drawn. This in turn // results in a crash when entering the church, as object 819 is part of the // exitof the church and there are no graphics assigned to it. if (_game.id == GID_MONKEY_VGA) { putState(819, 0); } if (hdr.ver < VER(33) && _game.version >= 7) { // For a long time, we didn't set these vars to default values. VAR(VAR_DEFAULT_TALK_DELAY) = 60; if (_game.version == 7) VAR(VAR_NUM_GLOBAL_OBJS) = _numGlobalObjects - 1; } if (hdr.ver < VER(30)) { // For a long time, we used incorrect location, causing it to default to zero. if (_game.version == 8) _scummVars[VAR_CHARINC] = (_game.features & GF_DEMO) ? 3 : 1; // Needed due to subtitle speed changes _defaultTalkDelay /= 20; } // For a long time, we used incorrect locations for some camera related // scumm vars. We now know the proper locations. To be able to properly use // old save games, we update the old (bad) variables to the new (correct) // ones. if (hdr.ver < VER(28) && _game.version == 8) { _scummVars[VAR_CAMERA_MIN_X] = _scummVars[101]; _scummVars[VAR_CAMERA_MAX_X] = _scummVars[102]; _scummVars[VAR_CAMERA_MIN_Y] = _scummVars[103]; _scummVars[VAR_CAMERA_MAX_Y] = _scummVars[104]; _scummVars[VAR_CAMERA_THRESHOLD_X] = _scummVars[105]; _scummVars[VAR_CAMERA_THRESHOLD_Y] = _scummVars[106]; _scummVars[VAR_CAMERA_SPEED_X] = _scummVars[107]; _scummVars[VAR_CAMERA_SPEED_Y] = _scummVars[108]; _scummVars[VAR_CAMERA_ACCEL_X] = _scummVars[109]; _scummVars[VAR_CAMERA_ACCEL_Y] = _scummVars[110]; } // For a long time, we used incorrect values for some camera related // scumm vars. We now know the proper values. To be able to properly use // old save games, we update the old (bad) values to the new (correct) // ones. if (hdr.ver < VER(77) && _game.version >= 7) { _scummVars[VAR_CAMERA_THRESHOLD_X] = 100; _scummVars[VAR_CAMERA_THRESHOLD_Y] = 70; _scummVars[VAR_CAMERA_ACCEL_X] = 100; _scummVars[VAR_CAMERA_ACCEL_Y] = 100; } // With version 22, we replaced the scale items with scale slots. So when // loading such an old save game, try to upgrade the old to new format. if (hdr.ver < VER(22)) { // Convert all rtScaleTable resources to matching scale items for (ResId idx = 1; idx < _res->_types[rtScaleTable].size(); idx++) { convertScaleTableToScaleSlot(idx); } } // Reset the palette. resetPalette(); if (hdr.ver < VER(35) && _game.id == GID_MANIAC && _game.version <= 1) resetV1ActorTalkColor(); // Load the static room data setupRoomSubBlocks(); if (_game.version < 7) { camera._last.x = camera._cur.x; } sb = _screenB; sh = _screenH; // Restore the virtual screens and force a fade to black. initScreens(0, _screenHeight); VirtScreen *vs = &_virtscr[kMainVirtScreen]; memset(vs->getPixels(0, 0), 0, vs->pitch * vs->h); vs->setDirtyRange(0, vs->h); updateDirtyScreen(kMainVirtScreen); updatePalette(); initScreens(sb, sh); _completeScreenRedraw = true; // Reset charset mask _charset->_hasMask = false; clearTextSurface(); _lastCodePtr = NULL; _drawObjectQueNr = 0; _verbMouseOver = 0; cameraMoved(); initBGBuffers(_roomHeight); if (VAR_ROOM_FLAG != 0xFF) VAR(VAR_ROOM_FLAG) = 1; // Sync with current config setting if (VAR_VOICE_MODE != 0xFF) VAR(VAR_VOICE_MODE) = ConfMan.getBool("subtitles"); debug(1, "State loaded from '%s'", filename.c_str()); _sound->pauseSounds(false); // WORKAROUND: Original save/load script ran this script // after game load, and o2_loadRoomWithEgo() does as well // this script starts character-dependent music // // Fixes bug #1766072: MANIACNES: Music Doesn't Start On Load Game if (_game.platform == Common::kPlatformNES) { runScript(5, 0, 0, 0); if (VAR(224)) { _sound->addSoundToQueue(VAR(224)); } } return true; } Common::String ScummEngine::makeSavegameName(const Common::String &target, int slot, bool temporary) { Common::String extension; extension = Common::String::format(".%c%02d", temporary ? 'c' : 's', slot); return target + extension; } void ScummEngine::listSavegames(bool *marks, int num) { assert(marks); char slot[3]; int slotNum; Common::StringArray files; Common::String prefix = makeSavegameName(99, false); prefix.setChar('*', prefix.size()-2); prefix.setChar(0, prefix.size()-1); memset(marks, false, num * sizeof(bool)); //assume no savegames for this title files = _saveFileMan->listSavefiles(prefix); for (Common::StringArray::const_iterator file = files.begin(); file != files.end(); ++file) { //Obtain the last 2 digits of the filename, since they correspond to the save slot slot[0] = file->c_str()[file->size()-2]; slot[1] = file->c_str()[file->size()-1]; slot[2] = 0; slotNum = atoi(slot); if (slotNum >= 0 && slotNum < num) marks[slotNum] = true; //mark this slot as valid } } bool getSavegameName(Common::InSaveFile *in, Common::String &desc, int heversion); bool ScummEngine::getSavegameName(int slot, Common::String &desc) { Common::InSaveFile *in = 0; bool result = false; desc.clear(); Common::String filename = makeSavegameName(slot, false); in = _saveFileMan->openForLoading(filename); if (in) { result = Scumm::getSavegameName(in, desc, _game.heversion); delete in; } return result; } bool getSavegameName(Common::InSaveFile *in, Common::String &desc, int heversion) { SaveGameHeader hdr; if (!loadSaveGameHeader(in, hdr)) { desc = "Invalid savegame"; return false; } if (hdr.ver > CURRENT_VER) hdr.ver = TO_LE_32(hdr.ver); if (hdr.ver < VER(7) || hdr.ver > CURRENT_VER) { desc = "Invalid version"; return false; } // We (deliberately) broke HE savegame compatibility at some point. if (hdr.ver < VER(57) && heversion >= 60) { desc = "Unsupported version"; return false; } hdr.name[sizeof(hdr.name) - 1] = 0; desc = hdr.name; return true; } Graphics::Surface *ScummEngine::loadThumbnailFromSlot(const char *target, int slot) { Common::SeekableReadStream *in; SaveGameHeader hdr; if (slot < 0) return 0; Common::String filename = ScummEngine::makeSavegameName(target, slot, false); if (!(in = g_system->getSavefileManager()->openForLoading(filename))) { return 0; } if (!loadSaveGameHeader(in, hdr)) { delete in; return 0; } if (hdr.ver > CURRENT_VER) hdr.ver = TO_LE_32(hdr.ver); if (hdr.ver < VER(52)) { delete in; return 0; } Graphics::Surface *thumb = 0; if (Graphics::checkThumbnailHeader(*in)) { thumb = Graphics::loadThumbnail(*in); } delete in; return thumb; } bool ScummEngine::loadInfosFromSlot(const char *target, int slot, SaveStateMetaInfos *stuff) { Common::SeekableReadStream *in; SaveGameHeader hdr; if (slot < 0) return 0; Common::String filename = makeSavegameName(target, slot, false); if (!(in = g_system->getSavefileManager()->openForLoading(filename))) { return false; } if (!loadSaveGameHeader(in, hdr)) { delete in; return false; } if (hdr.ver > CURRENT_VER) hdr.ver = TO_LE_32(hdr.ver); if (hdr.ver < VER(56)) { delete in; return false; } if (!Graphics::skipThumbnail(*in)) { delete in; return false; } if (!loadInfos(in, stuff)) { delete in; return false; } delete in; return true; } bool ScummEngine::loadInfos(Common::SeekableReadStream *file, SaveStateMetaInfos *stuff) { memset(stuff, 0, sizeof(SaveStateMetaInfos)); SaveInfoSection section; section.type = file->readUint32BE(); if (section.type != MKTAG('I','N','F','O')) { return false; } section.version = file->readUint32BE(); section.size = file->readUint32BE(); // If we ever extend this we should add a table containing the sizes corresponding to each // version, so that we are able to properly verify their correctness. if (section.version == INFOSECTION_VERSION && section.size != SaveInfoSectionSize) { warning("Info section is corrupt"); file->skip(section.size); return false; } section.timeTValue = file->readUint32BE(); section.playtime = file->readUint32BE(); // For header version 1, we load the data in with our old method if (section.version == 1) { //time_t tmp = section.timeTValue; //tm *curTime = localtime(&tmp); //stuff->date = (curTime->tm_mday & 0xFF) << 24 | ((curTime->tm_mon + 1) & 0xFF) << 16 | (curTime->tm_year + 1900) & 0xFFFF; //stuff->time = (curTime->tm_hour & 0xFF) << 8 | (curTime->tm_min) & 0xFF; stuff->date = 0; stuff->time = 0; } if (section.version >= 2) { section.date = file->readUint32BE(); section.time = file->readUint16BE(); stuff->date = section.date; stuff->time = section.time; } stuff->playtime = section.playtime; // Skip over the remaining (unsupported) data if (section.size > SaveInfoSectionSize) file->skip(section.size - SaveInfoSectionSize); return true; } void ScummEngine::saveInfos(Common::WriteStream* file) { SaveInfoSection section; section.type = MKTAG('I','N','F','O'); section.version = INFOSECTION_VERSION; section.size = SaveInfoSectionSize; // still save old format for older versions section.timeTValue = 0; section.playtime = getTotalPlayTime() / 1000; TimeDate curTime; _system->getTimeAndDate(curTime); section.date = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF); section.time = ((curTime.tm_hour & 0xFF) << 8) | ((curTime.tm_min) & 0xFF); file->writeUint32BE(section.type); file->writeUint32BE(section.version); file->writeUint32BE(section.size); file->writeUint32BE(section.timeTValue); file->writeUint32BE(section.playtime); file->writeUint32BE(section.date); file->writeUint16BE(section.time); } void ScummEngine::saveOrLoad(Serializer *s) { const SaveLoadEntry objectEntries[] = { MKLINE(ObjectData, OBIMoffset, sleUint32, VER(8)), MKLINE(ObjectData, OBCDoffset, sleUint32, VER(8)), MKLINE(ObjectData, walk_x, sleUint16, VER(8)), MKLINE(ObjectData, walk_y, sleUint16, VER(8)), MKLINE(ObjectData, obj_nr, sleUint16, VER(8)), MKLINE(ObjectData, x_pos, sleInt16, VER(8)), MKLINE(ObjectData, y_pos, sleInt16, VER(8)), MKLINE(ObjectData, width, sleUint16, VER(8)), MKLINE(ObjectData, height, sleUint16, VER(8)), MKLINE(ObjectData, actordir, sleByte, VER(8)), MKLINE(ObjectData, parentstate, sleByte, VER(8)), MKLINE(ObjectData, parent, sleByte, VER(8)), MKLINE(ObjectData, state, sleByte, VER(8)), MKLINE(ObjectData, fl_object_index, sleByte, VER(8)), MKLINE(ObjectData, flags, sleByte, VER(46)), MKEND() }; const SaveLoadEntry verbEntries[] = { MKLINE(VerbSlot, curRect.left, sleInt16, VER(8)), MKLINE(VerbSlot, curRect.top, sleInt16, VER(8)), MKLINE(VerbSlot, curRect.right, sleInt16, VER(8)), MKLINE(VerbSlot, curRect.bottom, sleInt16, VER(8)), MKLINE(VerbSlot, oldRect.left, sleInt16, VER(8)), MKLINE(VerbSlot, oldRect.top, sleInt16, VER(8)), MKLINE(VerbSlot, oldRect.right, sleInt16, VER(8)), MKLINE(VerbSlot, oldRect.bottom, sleInt16, VER(8)), MKLINE_OLD(VerbSlot, verbid, sleByte, VER(8), VER(11)), MKLINE(VerbSlot, verbid, sleInt16, VER(12)), MKLINE(VerbSlot, color, sleByte, VER(8)), MKLINE(VerbSlot, hicolor, sleByte, VER(8)), MKLINE(VerbSlot, dimcolor, sleByte, VER(8)), MKLINE(VerbSlot, bkcolor, sleByte, VER(8)), MKLINE(VerbSlot, type, sleByte, VER(8)), MKLINE(VerbSlot, charset_nr, sleByte, VER(8)), MKLINE(VerbSlot, curmode, sleByte, VER(8)), MKLINE(VerbSlot, saveid, sleByte, VER(8)), MKLINE(VerbSlot, key, sleByte, VER(8)), MKLINE(VerbSlot, center, sleByte, VER(8)), MKLINE(VerbSlot, prep, sleByte, VER(8)), MKLINE(VerbSlot, imgindex, sleUint16, VER(8)), MKEND() }; const SaveLoadEntry mainEntries[] = { MKARRAY(ScummEngine, _gameMD5[0], sleUint8, 16, VER(39)), MK_OBSOLETE(ScummEngine, _roomWidth, sleUint16, VER(8), VER(50)), MK_OBSOLETE(ScummEngine, _roomHeight, sleUint16, VER(8), VER(50)), MK_OBSOLETE(ScummEngine, _ENCD_offs, sleUint32, VER(8), VER(50)), MK_OBSOLETE(ScummEngine, _EXCD_offs, sleUint32, VER(8), VER(50)), MK_OBSOLETE(ScummEngine, _IM00_offs, sleUint32, VER(8), VER(50)), MK_OBSOLETE(ScummEngine, _CLUT_offs, sleUint32, VER(8), VER(50)), MK_OBSOLETE(ScummEngine, _EPAL_offs, sleUint32, VER(8), VER(9)), MK_OBSOLETE(ScummEngine, _PALS_offs, sleUint32, VER(8), VER(50)), MKLINE(ScummEngine, _curPalIndex, sleByte, VER(8)), MKLINE(ScummEngine, _currentRoom, sleByte, VER(8)), MKLINE(ScummEngine, _roomResource, sleByte, VER(8)), MKLINE(ScummEngine, _numObjectsInRoom, sleByte, VER(8)), MKLINE(ScummEngine, _currentScript, sleByte, VER(8)), MK_OBSOLETE_ARRAY(ScummEngine, _localScriptOffsets[0], sleUint32, _numLocalScripts, VER(8), VER(50)), // vm.localvar grew from 25 to 40 script entries and then from // 16 to 32 bit variables (but that wasn't reflect here)... and // THEN from 16 to 25 variables. MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint16, 17, 25, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER(8), VER(8)), MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint16, 17, 40, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER(9), VER(14)), // We used to save 25 * 40 = 1000 blocks; but actually, each 'row consisted of 26 entry, // i.e. 26 * 40 = 1040. Thus the last 40 blocks of localvar where not saved at all. To be // able to load this screwed format, we use a trick: We load 26 * 38 = 988 blocks. // Then, we mark the followin 12 blocks (24 bytes) as obsolete. MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint16, 26, 38, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER(15), VER(17)), MK_OBSOLETE_ARRAY(ScummEngine, vm.localvar[39][0], sleUint16, 12, VER(15), VER(17)), // This was the first proper multi dimensional version of the localvars, with 32 bit values MKARRAY2_OLD(ScummEngine, vm.localvar[0][0], sleUint32, 26, 40, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER(18), VER(19)), // Then we doubled the script slots again, from 40 to 80 MKARRAY2(ScummEngine, vm.localvar[0][0], sleUint32, 26, NUM_SCRIPT_SLOT, (byte*)vm.localvar[1] - (byte*)vm.localvar[0], VER(20)), MKARRAY(ScummEngine, _resourceMapper[0], sleByte, 128, VER(8)), MKARRAY(ScummEngine, _charsetColorMap[0], sleByte, 16, VER(8)), // _charsetData grew from 10*16, to 15*16, to 23*16 bytes MKARRAY_OLD(ScummEngine, _charsetData[0][0], sleByte, 10 * 16, VER(8), VER(9)), MKARRAY_OLD(ScummEngine, _charsetData[0][0], sleByte, 15 * 16, VER(10), VER(66)), MKARRAY(ScummEngine, _charsetData[0][0], sleByte, 23 * 16, VER(67)), MK_OBSOLETE(ScummEngine, _curExecScript, sleUint16, VER(8), VER(62)), MKLINE(ScummEngine, camera._dest.x, sleInt16, VER(8)), MKLINE(ScummEngine, camera._dest.y, sleInt16, VER(8)), MKLINE(ScummEngine, camera._cur.x, sleInt16, VER(8)), MKLINE(ScummEngine, camera._cur.y, sleInt16, VER(8)), MKLINE(ScummEngine, camera._last.x, sleInt16, VER(8)), MKLINE(ScummEngine, camera._last.y, sleInt16, VER(8)), MKLINE(ScummEngine, camera._accel.x, sleInt16, VER(8)), MKLINE(ScummEngine, camera._accel.y, sleInt16, VER(8)), MKLINE(ScummEngine, _screenStartStrip, sleInt16, VER(8)), MKLINE(ScummEngine, _screenEndStrip, sleInt16, VER(8)), MKLINE(ScummEngine, camera._mode, sleByte, VER(8)), MKLINE(ScummEngine, camera._follows, sleByte, VER(8)), MKLINE(ScummEngine, camera._leftTrigger, sleInt16, VER(8)), MKLINE(ScummEngine, camera._rightTrigger, sleInt16, VER(8)), MKLINE(ScummEngine, camera._movingToActor, sleUint16, VER(8)), MKLINE(ScummEngine, _actorToPrintStrFor, sleByte, VER(8)), MKLINE(ScummEngine, _charsetColor, sleByte, VER(8)), // _charsetBufPos was changed from byte to int MKLINE_OLD(ScummEngine, _charsetBufPos, sleByte, VER(8), VER(9)), MKLINE(ScummEngine, _charsetBufPos, sleInt16, VER(10)), MKLINE(ScummEngine, _haveMsg, sleByte, VER(8)), MKLINE(ScummEngine, _haveActorSpeechMsg, sleByte, VER(61)), MKLINE(ScummEngine, _useTalkAnims, sleByte, VER(8)), MKLINE(ScummEngine, _talkDelay, sleInt16, VER(8)), MKLINE(ScummEngine, _defaultTalkDelay, sleInt16, VER(8)), MK_OBSOLETE(ScummEngine, _numInMsgStack, sleInt16, VER(8), VER(27)), MKLINE(ScummEngine, _sentenceNum, sleByte, VER(8)), MKLINE(ScummEngine, vm.cutSceneStackPointer, sleByte, VER(8)), MKARRAY(ScummEngine, vm.cutScenePtr[0], sleUint32, 5, VER(8)), MKARRAY(ScummEngine, vm.cutSceneScript[0], sleByte, 5, VER(8)), MKARRAY(ScummEngine, vm.cutSceneData[0], sleInt16, 5, VER(8)), MKLINE(ScummEngine, vm.cutSceneScriptIndex, sleInt16, VER(8)), MKLINE(ScummEngine, vm.numNestedScripts, sleByte, VER(8)), MKLINE(ScummEngine, _userPut, sleByte, VER(8)), MKLINE(ScummEngine, _userState, sleUint16, VER(17)), MKLINE(ScummEngine, _cursor.state, sleByte, VER(8)), MK_OBSOLETE(ScummEngine, _gdi->_cursorActive, sleByte, VER(8), VER(20)), MKLINE(ScummEngine, _currentCursor, sleByte, VER(8)), MKARRAY(ScummEngine, _grabbedCursor[0], sleByte, 8192, VER(20)), MKLINE(ScummEngine, _cursor.width, sleInt16, VER(20)), MKLINE(ScummEngine, _cursor.height, sleInt16, VER(20)), MKLINE(ScummEngine, _cursor.hotspotX, sleInt16, VER(20)), MKLINE(ScummEngine, _cursor.hotspotY, sleInt16, VER(20)), MKLINE(ScummEngine, _cursor.animate, sleByte, VER(20)), MKLINE(ScummEngine, _cursor.animateIndex, sleByte, VER(20)), MKLINE(ScummEngine, _mouse.x, sleInt16, VER(20)), MKLINE(ScummEngine, _mouse.y, sleInt16, VER(20)), MKARRAY(ScummEngine, _colorUsedByCycle[0], sleByte, 256, VER(60)), MKLINE(ScummEngine, _doEffect, sleByte, VER(8)), MKLINE(ScummEngine, _switchRoomEffect, sleByte, VER(8)), MKLINE(ScummEngine, _newEffect, sleByte, VER(8)), MKLINE(ScummEngine, _switchRoomEffect2, sleByte, VER(8)), MKLINE(ScummEngine, _bgNeedsRedraw, sleByte, VER(8)), // The state of palManipulate is stored only since V10 MKLINE(ScummEngine, _palManipStart, sleByte, VER(10)), MKLINE(ScummEngine, _palManipEnd, sleByte, VER(10)), MKLINE(ScummEngine, _palManipCounter, sleUint16, VER(10)), // gfxUsageBits grew from 200 to 410 entries. Then 3 * 410 entries: MKARRAY_OLD(ScummEngine, gfxUsageBits[0], sleUint32, 200, VER(8), VER(9)), MKARRAY_OLD(ScummEngine, gfxUsageBits[0], sleUint32, 410, VER(10), VER(13)), MKARRAY(ScummEngine, gfxUsageBits[0], sleUint32, 3 * 410, VER(14)), MK_OBSOLETE(ScummEngine, _gdi->_transparentColor, sleByte, VER(8), VER(50)), MKARRAY(ScummEngine, _currentPalette[0], sleByte, 768, VER(8)), MKARRAY(ScummEngine, _darkenPalette[0], sleByte, 768, VER(53)), // Sam & Max specific palette replaced by _shadowPalette now. MK_OBSOLETE_ARRAY(ScummEngine, _proc_special_palette[0], sleByte, 256, VER(8), VER(33)), MKARRAY(ScummEngine, _charsetBuffer[0], sleByte, 256, VER(8)), MKLINE(ScummEngine, _egoPositioned, sleByte, VER(8)), // _gdi->_imgBufOffs grew from 4 to 5 entries. Then one day we realized // that we don't have to store it since initBGBuffers() recomputes it. MK_OBSOLETE_ARRAY(ScummEngine, _gdi->_imgBufOffs[0], sleUint16, 4, VER(8), VER(9)), MK_OBSOLETE_ARRAY(ScummEngine, _gdi->_imgBufOffs[0], sleUint16, 5, VER(10), VER(26)), // See _imgBufOffs: _numZBuffer is recomputed by initBGBuffers(). MK_OBSOLETE(ScummEngine, _gdi->_numZBuffer, sleByte, VER(8), VER(26)), MKLINE(ScummEngine, _screenEffectFlag, sleByte, VER(8)), MK_OBSOLETE(ScummEngine, _randSeed1, sleUint32, VER(8), VER(9)), MK_OBSOLETE(ScummEngine, _randSeed2, sleUint32, VER(8), VER(9)), // Converted _shakeEnabled to boolean and added a _shakeFrame field. MKLINE_OLD(ScummEngine, _shakeEnabled, sleInt16, VER(8), VER(9)), MKLINE(ScummEngine, _shakeEnabled, sleByte, VER(10)), MKLINE(ScummEngine, _shakeFrame, sleUint32, VER(10)), MKLINE(ScummEngine, _keepText, sleByte, VER(8)), MKLINE(ScummEngine, _screenB, sleUint16, VER(8)), MKLINE(ScummEngine, _screenH, sleUint16, VER(8)), MKLINE(ScummEngine, _NESCostumeSet, sleUint16, VER(47)), MK_OBSOLETE(ScummEngine, _cd_track, sleInt16, VER(9), VER(9)), MK_OBSOLETE(ScummEngine, _cd_loops, sleInt16, VER(9), VER(9)), MK_OBSOLETE(ScummEngine, _cd_frame, sleInt16, VER(9), VER(9)), MK_OBSOLETE(ScummEngine, _cd_end, sleInt16, VER(9), VER(9)), MKEND() }; const SaveLoadEntry scriptSlotEntries[] = { MKLINE(ScriptSlot, offs, sleUint32, VER(8)), MKLINE(ScriptSlot, delay, sleInt32, VER(8)), MKLINE(ScriptSlot, number, sleUint16, VER(8)), MKLINE(ScriptSlot, delayFrameCount, sleUint16, VER(8)), MKLINE(ScriptSlot, status, sleByte, VER(8)), MKLINE(ScriptSlot, where, sleByte, VER(8)), MKLINE(ScriptSlot, freezeResistant, sleByte, VER(8)), MKLINE(ScriptSlot, recursive, sleByte, VER(8)), MKLINE(ScriptSlot, freezeCount, sleByte, VER(8)), MKLINE(ScriptSlot, didexec, sleByte, VER(8)), MKLINE(ScriptSlot, cutsceneOverride, sleByte, VER(8)), MKLINE(ScriptSlot, cycle, sleByte, VER(46)), MK_OBSOLETE(ScriptSlot, unk5, sleByte, VER(8), VER(10)), MKEND() }; const SaveLoadEntry nestedScriptEntries[] = { MKLINE(NestedScript, number, sleUint16, VER(8)), MKLINE(NestedScript, where, sleByte, VER(8)), MKLINE(NestedScript, slot, sleByte, VER(8)), MKEND() }; const SaveLoadEntry sentenceTabEntries[] = { MKLINE(SentenceTab, verb, sleUint8, VER(8)), MKLINE(SentenceTab, preposition, sleUint8, VER(8)), MKLINE(SentenceTab, objectA, sleUint16, VER(8)), MKLINE(SentenceTab, objectB, sleUint16, VER(8)), MKLINE(SentenceTab, freezeCount, sleUint8, VER(8)), MKEND() }; const SaveLoadEntry stringTabEntries[] = { // Then _default/restore of a StringTab entry becomes a one liner. MKLINE(StringTab, xpos, sleInt16, VER(8)), MKLINE(StringTab, _default.xpos, sleInt16, VER(8)), MKLINE(StringTab, ypos, sleInt16, VER(8)), MKLINE(StringTab, _default.ypos, sleInt16, VER(8)), MKLINE(StringTab, right, sleInt16, VER(8)), MKLINE(StringTab, _default.right, sleInt16, VER(8)), MKLINE(StringTab, color, sleInt8, VER(8)), MKLINE(StringTab, _default.color, sleInt8, VER(8)), MKLINE(StringTab, charset, sleInt8, VER(8)), MKLINE(StringTab, _default.charset, sleInt8, VER(8)), MKLINE(StringTab, center, sleByte, VER(8)), MKLINE(StringTab, _default.center, sleByte, VER(8)), MKLINE(StringTab, overhead, sleByte, VER(8)), MKLINE(StringTab, _default.overhead, sleByte, VER(8)), MKLINE(StringTab, no_talk_anim, sleByte, VER(8)), MKLINE(StringTab, _default.no_talk_anim, sleByte, VER(8)), MKLINE(StringTab, wrapping, sleByte, VER(71)), MKLINE(StringTab, _default.wrapping, sleByte, VER(71)), MKEND() }; const SaveLoadEntry colorCycleEntries[] = { MKLINE(ColorCycle, delay, sleUint16, VER(8)), MKLINE(ColorCycle, counter, sleUint16, VER(8)), MKLINE(ColorCycle, flags, sleUint16, VER(8)), MKLINE(ColorCycle, start, sleByte, VER(8)), MKLINE(ColorCycle, end, sleByte, VER(8)), MKEND() }; const SaveLoadEntry scaleSlotsEntries[] = { MKLINE(ScaleSlot, x1, sleUint16, VER(13)), MKLINE(ScaleSlot, y1, sleUint16, VER(13)), MKLINE(ScaleSlot, scale1, sleUint16, VER(13)), MKLINE(ScaleSlot, x2, sleUint16, VER(13)), MKLINE(ScaleSlot, y2, sleUint16, VER(13)), MKLINE(ScaleSlot, scale2, sleUint16, VER(13)), MKEND() }; // MSVC6 FIX (Jamieson630): // MSVC6 has a problem with any notation that involves // more than one set of double colons :: // The following MKLINE macros expand to such things // as AudioCDManager::Status::playing, and MSVC6 has // a fit with that. This typedef simplifies the notation // to something MSVC6 can grasp. typedef AudioCDManager::Status AudioCDManager_Status; const SaveLoadEntry audioCDEntries[] = { MKLINE(AudioCDManager_Status, playing, sleUint32, VER(24)), MKLINE(AudioCDManager_Status, track, sleInt32, VER(24)), MKLINE(AudioCDManager_Status, start, sleUint32, VER(24)), MKLINE(AudioCDManager_Status, duration, sleUint32, VER(24)), MKLINE(AudioCDManager_Status, numLoops, sleInt32, VER(24)), MKEND() }; int i; int var120Backup; int var98Backup; uint8 md5Backup[16]; // MD5 Operations: Backup on load, compare, and reset. if (s->isLoading()) memcpy(md5Backup, _gameMD5, 16); // // Save/load main state (many members of class ScummEngine get saved here) // s->saveLoadEntries(this, mainEntries); // MD5 Operations: Backup on load, compare, and reset. if (s->isLoading()) { char md5str1[32+1], md5str2[32+1]; for (i = 0; i < 16; i++) { sprintf(md5str1 + i*2, "%02x", (int)_gameMD5[i]); sprintf(md5str2 + i*2, "%02x", (int)md5Backup[i]); } debug(2, "Save version: %d", s->getVersion()); debug(2, "Saved game MD5: %s", (s->getVersion() >= 39) ? md5str1 : "unknown"); if (memcmp(md5Backup, _gameMD5, 16) != 0) { warning("Game was saved with different gamedata - you may encounter problems"); debug(1, "You have %s and save is %s.", md5str2, md5str1); memcpy(_gameMD5, md5Backup, 16); } } // Starting V14, we extended the usage bits, to be able to cope with games // that have more than 30 actors (up to 94 are supported now, in theory). // Since the format of the usage bits was changed by this, we have to // convert them when loading an older savegame. if (s->isLoading() && s->getVersion() < VER(14)) upgradeGfxUsageBits(); // When loading, move the mouse to the saved mouse position. if (s->isLoading() && s->getVersion() >= VER(20)) { updateCursor(); _system->warpMouse(_mouse.x, _mouse.y); } // Before V61, we re-used the _haveMsg flag to handle "alternative" speech // sound files (see charset code 10). if (s->isLoading() && s->getVersion() < VER(61)) { if (_haveMsg == 0xFE) { _haveActorSpeechMsg = false; _haveMsg = 0xFF; } else { _haveActorSpeechMsg = true; } } // // Save/load actors // for (i = 0; i < _numActors; i++) _actors[i]->saveLoadWithSerializer(s); // // Save/load sound data // _sound->saveLoadWithSerializer(s); // // Save/load script data // if (s->getVersion() < VER(9)) s->saveLoadArrayOf(vm.slot, 25, sizeof(vm.slot[0]), scriptSlotEntries); else if (s->getVersion() < VER(20)) s->saveLoadArrayOf(vm.slot, 40, sizeof(vm.slot[0]), scriptSlotEntries); else s->saveLoadArrayOf(vm.slot, NUM_SCRIPT_SLOT, sizeof(vm.slot[0]), scriptSlotEntries); if (s->getVersion() < VER(46)) { // When loading an old savegame, make sure that the 'cycle' // field is set to something sensible, otherwise the scripts // that were running probably won't be. for (i = 0; i < NUM_SCRIPT_SLOT; i++) { vm.slot[i].cycle = 1; } } // // Save/load local objects // s->saveLoadArrayOf(_objs, _numLocalObjects, sizeof(_objs[0]), objectEntries); if (s->isLoading() && s->getVersion() < VER(13)) { // Since roughly v13 of the save games, the objs storage has changed a bit for (i = _numObjectsInRoom; i < _numLocalObjects; i++) { _objs[i].obj_nr = 0; } } // // Save/load misc stuff // s->saveLoadArrayOf(_verbs, _numVerbs, sizeof(_verbs[0]), verbEntries); s->saveLoadArrayOf(vm.nest, 16, sizeof(vm.nest[0]), nestedScriptEntries); s->saveLoadArrayOf(_sentence, 6, sizeof(_sentence[0]), sentenceTabEntries); s->saveLoadArrayOf(_string, 6, sizeof(_string[0]), stringTabEntries); s->saveLoadArrayOf(_colorCycle, 16, sizeof(_colorCycle[0]), colorCycleEntries); if (s->getVersion() >= VER(13)) s->saveLoadArrayOf(_scaleSlots, 20, sizeof(_scaleSlots[0]), scaleSlotsEntries); // // Save/load resources // ResType type; ResId idx; if (s->getVersion() >= VER(26)) { // New, more robust resource save/load system. This stores the type // and index of each resource. Thus if we increase e.g. the maximum // number of script resources, savegames won't break. if (s->isSaving()) { for (type = rtFirst; type <= rtLast; type = ResType(type + 1)) { if (_res->_types[type]._mode != kStaticResTypeMode && type != rtTemp && type != rtBuffer) { s->saveUint16(type); // Save the res type... for (idx = 0; idx < _res->_types[type].size(); idx++) { // Only save resources which actually exist... if (_res->_types[type][idx]._address) { s->saveUint16(idx); // Save the index of the resource saveResource(s, type, idx); } } s->saveUint16(0xFFFF); // End marker } } s->saveUint16(0xFFFF); // End marker } else { while ((type = (ResType)s->loadUint16()) != 0xFFFF) { while ((idx = s->loadUint16()) != 0xFFFF) { assert(idx < _res->_types[type].size()); loadResource(s, type, idx); } } } } else { // Old, fragile resource save/load system. Doesn't save resources // with index 0, and breaks whenever we change the limit on a given // resource type. for (type = rtFirst; type <= rtLast; type = ResType(type + 1)) if (_res->_types[type]._mode != kStaticResTypeMode && type != rtTemp && type != rtBuffer) { // For V1-V5 games, there used to be no object name resources. // At some point this changed. But since old savegames rely on // unchanged resource counts, we have to hard code the following check if (_game.version < 6 && type == rtObjectName) continue; for (idx = 1; idx < _res->_types[type].size(); idx++) loadResourceOLD(s, type, idx); } } // // Save/load global object state // s->saveLoadArrayOf(_objectOwnerTable, _numGlobalObjects, sizeof(_objectOwnerTable[0]), sleByte); s->saveLoadArrayOf(_objectStateTable, _numGlobalObjects, sizeof(_objectStateTable[0]), sleByte); if (_objectRoomTable) s->saveLoadArrayOf(_objectRoomTable, _numGlobalObjects, sizeof(_objectRoomTable[0]), sleByte); // // Save/load palette data // if (_16BitPalette && !(_game.platform == Common::kPlatformFMTowns && s->isLoading() && s->getVersion() < VER(82))) { s->saveLoadArrayOf(_16BitPalette, 512, sizeof(_16BitPalette[0]), sleUint16); } #ifndef DISABLE_TOWNS_DUAL_LAYER_MODE // FM-Towns specific (extra palette data, color cycle data, etc.) if (s->getVersion() >= VER(82)) { const SaveLoadEntry townsFields[] = { MKLINE(Common::Rect, left, sleInt16, VER(82)), MKLINE(Common::Rect, top, sleInt16, VER(82)), MKLINE(Common::Rect, right, sleInt16, VER(82)), MKLINE(Common::Rect, bottom, sleInt16, VER(82)), MKEND() }; const SaveLoadEntry townsExtraEntries[] = { MKLINE(ScummEngine, _townsOverrideShadowColor, sleUint8, VER(82)), MKLINE(ScummEngine, _numCyclRects, sleUint8, VER(82)), MKLINE(ScummEngine, _townsPaletteFlags, sleUint8, VER(82)), MKLINE(ScummEngine, _townsClearLayerFlag, sleUint8, VER(82)), MKLINE(ScummEngine, _townsActiveLayerFlags, sleUint8, VER(82)), MKEND() }; s->saveLoadArrayOf(_textPalette, 48, sizeof(_textPalette[0]), sleUint8); s->saveLoadArrayOf(_cyclRects, 10, sizeof(_cyclRects[0]), townsFields); s->saveLoadArrayOf(&_curStringRect, 1, sizeof(_curStringRect), townsFields); s->saveLoadArrayOf(_townsCharsetColorMap, 16, sizeof(_townsCharsetColorMap[0]), sleUint8); s->saveLoadEntries(this, townsExtraEntries); } #endif if (_shadowPaletteSize) { s->saveLoadArrayOf(_shadowPalette, _shadowPaletteSize, 1, sleByte); // _roomPalette didn't show up until V21 save games if (s->getVersion() >= VER(21) && _game.version < 5) s->saveLoadArrayOf(_roomPalette, sizeof(_roomPalette), 1, sleByte); } // PalManip data was not saved before V10 save games if (s->getVersion() < VER(10)) _palManipCounter = 0; if (_palManipCounter) { if (!_palManipPalette) _palManipPalette = (byte *)calloc(0x300, 1); if (!_palManipIntermediatePal) _palManipIntermediatePal = (byte *)calloc(0x600, 1); s->saveLoadArrayOf(_palManipPalette, 0x300, 1, sleByte); s->saveLoadArrayOf(_palManipIntermediatePal, 0x600, 1, sleByte); } // darkenPalette was not saved before V53 if (s->isLoading() && s->getVersion() < VER(53)) { memcpy(_darkenPalette, _currentPalette, 768); } // _colorUsedByCycle was not saved before V60 if (s->isLoading() && s->getVersion() < VER(60)) { memset(_colorUsedByCycle, 0, sizeof(_colorUsedByCycle)); } // We need to restore the internal state of the Amiga palette for Indy4 // Amiga. // TODO: We should rather store the state in the savefile and only do this // for old savegames. if (_game.platform == Common::kPlatformAmiga && _game.id == GID_INDY4) setAmigaPaletteFromPtr(_currentPalette); // // Save/load more global object state // s->saveLoadArrayOf(_classData, _numGlobalObjects, sizeof(_classData[0]), sleUint32); // // Save/load script variables // var120Backup = _scummVars[120]; var98Backup = _scummVars[98]; if (s->getVersion() > VER(37)) s->saveLoadArrayOf(_roomVars, _numRoomVariables, sizeof(_roomVars[0]), sleInt32); // The variables grew from 16 to 32 bit. if (s->getVersion() < VER(15)) s->saveLoadArrayOf(_scummVars, _numVariables, sizeof(_scummVars[0]), sleInt16); else s->saveLoadArrayOf(_scummVars, _numVariables, sizeof(_scummVars[0]), sleInt32); if (_game.id == GID_TENTACLE) // Maybe misplaced, but that's the main idea _scummVars[120] = var120Backup; if (_game.id == GID_INDY4) _scummVars[98] = var98Backup; s->saveLoadArrayOf(_bitVars, _numBitVariables >> 3, 1, sleByte); // // Save/load a list of the locked objects // if (s->isSaving()) { for (type = rtFirst; type <= rtLast; type = ResType(type + 1)) for (idx = 1; idx < _res->_types[type].size(); idx++) { if (_res->isLocked(type, idx)) { s->saveByte(type); s->saveUint16(idx); } } s->saveByte(0xFF); } else { while ((type = (ResType)s->loadByte()) != 0xFF) { idx = s->loadUint16(); _res->lock(type, idx); } } // // Save/load the Audio CD status // if (s->getVersion() >= VER(24)) { AudioCDManager::Status info; if (s->isSaving()) info = _system->getAudioCDManager()->getStatus(); s->saveLoadArrayOf(&info, 1, sizeof(info), audioCDEntries); // If we are loading, and the music being loaded was supposed to loop // forever, then resume playing it. This helps a lot when the audio CD // is used to provide ambient music (see bug #788195). if (s->isLoading() && info.playing && info.numLoops < 0) _system->getAudioCDManager()->play(info.track, info.numLoops, info.start, info.duration); } // // Save/load the iMuse status // if (_imuse && (_saveSound || !_saveTemporaryState)) { _imuse->save_or_load(s, this); } // Save/load FM-Towns audio status if (_townsPlayer) _townsPlayer->saveLoadWithSerializer(s); // // Save/load the charset renderer state // if (s->getVersion() >= VER(73)) { _charset->saveLoadWithSerializer(s); } else if (s->isLoading()) { if (s->getVersion() == VER(72)) { _charset->setCurID(s->loadByte()); } else { // Before V72, the charset id wasn't saved. This used to cause issues such // as the one described in the bug report #1722153. For these savegames, // we reinitialize the id using a, hopefully, sane value. _charset->setCurID(_string[0]._default.charset); } } } void ScummEngine_v0::saveOrLoad(Serializer *s) { ScummEngine_v2::saveOrLoad(s); const SaveLoadEntry v0Entrys[] = { MKLINE(ScummEngine_v0, _currentMode, sleByte, VER(78)), MKLINE(ScummEngine_v0, _currentLights, sleByte, VER(78)), MKEND() }; s->saveLoadEntries(this, v0Entrys); } void ScummEngine_v2::saveOrLoad(Serializer *s) { ScummEngine::saveOrLoad(s); const SaveLoadEntry v2Entrys[] = { MKLINE(ScummEngine_v2, _inventoryOffset, sleUint16, VER(79)), MKEND() }; s->saveLoadEntries(this, v2Entrys); // In old saves we didn't store _inventoryOffset -> reset it to // a sane default when loading one of those. if (s->getVersion() < 79 && s->isLoading()) { _inventoryOffset = 0; } } void ScummEngine_v5::saveOrLoad(Serializer *s) { ScummEngine::saveOrLoad(s); const SaveLoadEntry cursorEntries[] = { MKARRAY2(ScummEngine_v5, _cursorImages[0][0], sleUint16, 16, 4, (byte*)_cursorImages[1] - (byte*)_cursorImages[0], VER(44)), MKARRAY(ScummEngine_v5, _cursorHotspots[0], sleByte, 8, VER(44)), MKEND() }; // This is probably only needed for Loom. s->saveLoadEntries(this, cursorEntries); // Reset cursors for old FM-Towns savegames saved with 256 color setting. // Otherwise the cursor will be messed up when displayed in the new hi color setting. if (_game.platform == Common::kPlatformFMTowns && _outputPixelFormat.bytesPerPixel == 2 && s->isLoading() && s->getVersion() < VER(82)) { if (_game.id == GID_LOOM) { redefineBuiltinCursorFromChar(1, 1); redefineBuiltinCursorHotspot(1, 0, 0); } else { resetCursors(); } } // Regenerate 16bit palette after loading. // This avoids color issues when loading savegames that have been saved with a different ScummVM port // that uses a different 16bit color mode than the ScummVM port which is currently used. #ifdef USE_RGB_COLOR if (_game.platform == Common::kPlatformPCEngine && s->isLoading()) { for (int i = 0; i < 256; ++i) _16BitPalette[i] = get16BitColor(_currentPalette[i * 3 + 0], _currentPalette[i * 3 + 1], _currentPalette[i * 3 + 2]); } #endif } #ifdef ENABLE_SCUMM_7_8 void ScummEngine_v7::saveOrLoad(Serializer *s) { ScummEngine::saveOrLoad(s); const SaveLoadEntry subtitleQueueEntries[] = { MKARRAY(SubtitleText, text[0], sleByte, 256, VER(61)), MKLINE(SubtitleText, charset, sleByte, VER(61)), MKLINE(SubtitleText, color, sleByte, VER(61)), MKLINE(SubtitleText, xpos, sleInt16, VER(61)), MKLINE(SubtitleText, ypos, sleInt16, VER(61)), MKLINE(SubtitleText, actorSpeechMsg, sleByte, VER(61)), MKEND() }; const SaveLoadEntry V7Entries[] = { MKLINE(ScummEngine_v7, _subtitleQueuePos, sleInt32, VER(61)), MK_OBSOLETE(ScummEngine_v7, _verbCharset, sleInt32, VER(68), VER(68)), MKLINE(ScummEngine_v7, _verbLineSpacing, sleInt32, VER(68)), MKEND() }; _imuseDigital->saveOrLoad(s); s->saveLoadArrayOf(_subtitleQueue, ARRAYSIZE(_subtitleQueue), sizeof(_subtitleQueue[0]), subtitleQueueEntries); s->saveLoadEntries(this, V7Entries); if (s->getVersion() <= VER(68) && s->isLoading()) { // WORKAROUND bug #1846049: Reset the default charset color to a sane value. _string[0]._default.charset = 1; } } #endif void ScummEngine_v60he::saveOrLoad(Serializer *s) { ScummEngine::saveOrLoad(s); s->saveLoadArrayOf(_arraySlot, _numArray, sizeof(_arraySlot[0]), sleByte); } void ScummEngine_v70he::saveOrLoad(Serializer *s) { ScummEngine_v60he::saveOrLoad(s); const SaveLoadEntry HE70Entries[] = { MKLINE(ScummEngine_v70he, _heSndSoundId, sleInt32, VER(51)), MKLINE(ScummEngine_v70he, _heSndOffset, sleInt32, VER(51)), MKLINE(ScummEngine_v70he, _heSndChannel, sleInt32, VER(51)), MKLINE(ScummEngine_v70he, _heSndFlags, sleInt32, VER(51)), MKEND() }; s->saveLoadEntries(this, HE70Entries); } #ifdef ENABLE_HE void ScummEngine_v71he::saveOrLoad(Serializer *s) { ScummEngine_v70he::saveOrLoad(s); const SaveLoadEntry polygonEntries[] = { MKLINE(WizPolygon, vert[0].x, sleInt16, VER(40)), MKLINE(WizPolygon, vert[0].y, sleInt16, VER(40)), MKLINE(WizPolygon, vert[1].x, sleInt16, VER(40)), MKLINE(WizPolygon, vert[1].y, sleInt16, VER(40)), MKLINE(WizPolygon, vert[2].x, sleInt16, VER(40)), MKLINE(WizPolygon, vert[2].y, sleInt16, VER(40)), MKLINE(WizPolygon, vert[3].x, sleInt16, VER(40)), MKLINE(WizPolygon, vert[3].y, sleInt16, VER(40)), MKLINE(WizPolygon, vert[4].x, sleInt16, VER(40)), MKLINE(WizPolygon, vert[4].y, sleInt16, VER(40)), MKLINE(WizPolygon, bound.left, sleInt16, VER(40)), MKLINE(WizPolygon, bound.top, sleInt16, VER(40)), MKLINE(WizPolygon, bound.right, sleInt16, VER(40)), MKLINE(WizPolygon, bound.bottom, sleInt16, VER(40)), MKLINE(WizPolygon, id, sleInt16, VER(40)), MKLINE(WizPolygon, numVerts, sleInt16, VER(40)), MKLINE(WizPolygon, flag, sleByte, VER(40)), MKEND() }; s->saveLoadArrayOf(_wiz->_polygons, ARRAYSIZE(_wiz->_polygons), sizeof(_wiz->_polygons[0]), polygonEntries); } void ScummEngine_v90he::saveOrLoad(Serializer *s) { ScummEngine_v71he::saveOrLoad(s); const SaveLoadEntry floodFillEntries[] = { MKLINE(FloodFillParameters, box.left, sleInt32, VER(51)), MKLINE(FloodFillParameters, box.top, sleInt32, VER(51)), MKLINE(FloodFillParameters, box.right, sleInt32, VER(51)), MKLINE(FloodFillParameters, box.bottom, sleInt32, VER(51)), MKLINE(FloodFillParameters, x, sleInt32, VER(51)), MKLINE(FloodFillParameters, y, sleInt32, VER(51)), MKLINE(FloodFillParameters, flags, sleInt32, VER(51)), MK_OBSOLETE(FloodFillParameters, unk1C, sleInt32, VER(51), VER(62)), MKEND() }; const SaveLoadEntry HE90Entries[] = { MKLINE(ScummEngine_v90he, _curMaxSpriteId, sleInt32, VER(51)), MKLINE(ScummEngine_v90he, _curSpriteId, sleInt32, VER(51)), MKLINE(ScummEngine_v90he, _curSpriteGroupId, sleInt32, VER(51)), MK_OBSOLETE(ScummEngine_v90he, _numSpritesToProcess, sleInt32, VER(51), VER(63)), MKLINE(ScummEngine_v90he, _heObject, sleInt32, VER(51)), MKLINE(ScummEngine_v90he, _heObjectNum, sleInt32, VER(51)), MKLINE(ScummEngine_v90he, _hePaletteNum, sleInt32, VER(51)), MKEND() }; _sprite->saveOrLoadSpriteData(s); s->saveLoadArrayOf(&_floodFillParams, 1, sizeof(_floodFillParams), floodFillEntries); s->saveLoadEntries(this, HE90Entries); } void ScummEngine_v99he::saveOrLoad(Serializer *s) { ScummEngine_v90he::saveOrLoad(s); s->saveLoadArrayOf(_hePalettes, (_numPalettes + 1) * _hePaletteSlot, sizeof(_hePalettes[0]), sleUint8); } void ScummEngine_v100he::saveOrLoad(Serializer *s) { ScummEngine_v99he::saveOrLoad(s); const SaveLoadEntry HE100Entries[] = { MKLINE(ScummEngine_v100he, _heResId, sleInt32, VER(51)), MKLINE(ScummEngine_v100he, _heResType, sleInt32, VER(51)), MKEND() }; s->saveLoadEntries(this, HE100Entries); } #endif void ScummEngine::loadResourceOLD(Serializer *ser, ResType type, ResId idx) { uint32 size; if (type == rtSound && ser->getVersion() >= VER(23)) { // Save/load only a list of resource numbers that need to be reloaded. if (ser->loadUint16()) ensureResourceLoaded(rtSound, idx); } else if (_res->_types[type]._mode == kDynamicResTypeMode) { size = ser->loadUint32(); if (size) { _res->createResource(type, idx, size); ser->loadBytes(getResourceAddress(type, idx), size); if (type == rtInventory) { _inventory[idx] = ser->loadUint16(); } if (type == rtObjectName && ser->getVersion() >= VER(25)) { // Paranoia: We increased the possible number of new names // to fix bugs #933610 and #936323. The savegame format // didn't change, but at least during the transition // period there is a slight chance that we try to load // more names than we have allocated space for. If so, // discard them. if (idx < _numNewNames) _newNames[idx] = ser->loadUint16(); } } } } void ScummEngine::saveResource(Serializer *ser, ResType type, ResId idx) { assert(_res->_types[type][idx]._address); if (_res->_types[type]._mode == kDynamicResTypeMode) { byte *ptr = _res->_types[type][idx]._address; uint32 size = _res->_types[type][idx]._size; ser->saveUint32(size); ser->saveBytes(ptr, size); if (type == rtInventory) { ser->saveUint16(_inventory[idx]); } if (type == rtObjectName) { ser->saveUint16(_newNames[idx]); } } } void ScummEngine::loadResource(Serializer *ser, ResType type, ResId idx) { if (_game.heversion >= 60 && ser->getVersion() <= VER(65) && ((type == rtSound && idx == 1) || (type == rtSpoolBuffer))) { uint32 size = ser->loadUint32(); assert(size); _res->createResource(type, idx, size); ser->loadBytes(getResourceAddress(type, idx), size); } else if (type == rtSound) { // HE Games use sound resource 1 for speech if (_game.heversion >= 60 && idx == 1) return; ensureResourceLoaded(rtSound, idx); } else if (_res->_types[type]._mode == kDynamicResTypeMode) { uint32 size = ser->loadUint32(); assert(size); byte *ptr = _res->createResource(type, idx, size); ser->loadBytes(ptr, size); if (type == rtInventory) { _inventory[idx] = ser->loadUint16(); } if (type == rtObjectName) { _newNames[idx] = ser->loadUint16(); } } } void Serializer::saveBytes(void *b, int len) { _saveStream->write(b, len); } void Serializer::loadBytes(void *b, int len) { _loadStream->read(b, len); } void Serializer::saveUint32(uint32 d) { _saveStream->writeUint32LE(d); } void Serializer::saveUint16(uint16 d) { _saveStream->writeUint16LE(d); } void Serializer::saveByte(byte b) { _saveStream->writeByte(b); } uint32 Serializer::loadUint32() { return _loadStream->readUint32LE(); } uint16 Serializer::loadUint16() { return _loadStream->readUint16LE(); } byte Serializer::loadByte() { return _loadStream->readByte(); } void Serializer::saveArrayOf(void *b, int len, int datasize, byte filetype) { byte *at = (byte *)b; uint32 data; // speed up byte arrays if (datasize == 1 && filetype == sleByte) { if (len > 0) { saveBytes(b, len); } return; } while (--len >= 0) { if (datasize == 0) { // Do nothing for obsolete data data = 0; } else if (datasize == 1) { data = *(byte *)at; at += 1; } else if (datasize == 2) { data = *(uint16 *)at; at += 2; } else if (datasize == 4) { data = *(uint32 *)at; at += 4; } else { error("saveArrayOf: invalid size %d", datasize); } switch (filetype) { case sleByte: saveByte((byte)data); break; case sleUint16: case sleInt16: saveUint16((int16)data); break; case sleInt32: case sleUint32: saveUint32(data); break; default: error("saveArrayOf: invalid filetype %d", filetype); } } } void Serializer::loadArrayOf(void *b, int len, int datasize, byte filetype) { byte *at = (byte *)b; uint32 data; // speed up byte arrays if (datasize == 1 && filetype == sleByte) { loadBytes(b, len); return; } while (--len >= 0) { switch (filetype) { case sleByte: data = loadByte(); break; case sleUint16: data = loadUint16(); break; case sleInt16: data = (int16)loadUint16(); break; case sleUint32: data = loadUint32(); break; case sleInt32: data = (int32)loadUint32(); break; default: error("loadArrayOf: invalid filetype %d", filetype); } if (datasize == 0) { // Do nothing for obsolete data } else if (datasize == 1) { *(byte *)at = (byte)data; at += 1; } else if (datasize == 2) { *(uint16 *)at = (uint16)data; at += 2; } else if (datasize == 4) { *(uint32 *)at = data; at += 4; } else { error("loadArrayOf: invalid size %d", datasize); } } } void Serializer::saveLoadArrayOf(void *b, int num, int datasize, const SaveLoadEntry *sle) { byte *data = (byte *)b; if (isSaving()) { while (--num >= 0) { saveEntries(data, sle); data += datasize; } } else { while (--num >= 0) { loadEntries(data, sle); data += datasize; } } } void Serializer::saveLoadArrayOf(void *b, int len, int datasize, byte filetype) { if (isSaving()) saveArrayOf(b, len, datasize, filetype); else loadArrayOf(b, len, datasize, filetype); } void Serializer::saveLoadEntries(void *d, const SaveLoadEntry *sle) { if (isSaving()) saveEntries(d, sle); else loadEntries(d, sle); } void Serializer::saveEntries(void *d, const SaveLoadEntry *sle) { byte type; byte *at; int size; while (sle->offs != 0xFFFF) { at = (byte *)d + sle->offs; size = sle->size; type = (byte) sle->type; if (sle->maxVersion != CURRENT_VER) { // Skip obsolete entries if (type & 128) sle++; } else { // save entry int columns = 1; int rows = 1; int rowlen = 0; if (type & 128) { sle++; columns = sle->offs; rows = sle->type; rowlen = sle->size; type &= ~128; } while (rows--) { saveArrayOf(at, columns, size, type); at += rowlen; } } sle++; } } void Serializer::loadEntries(void *d, const SaveLoadEntry *sle) { byte type; byte *at; int size; while (sle->offs != 0xFFFF) { at = (byte *)d + sle->offs; size = sle->size; type = (byte) sle->type; if (_savegameVersion < sle->minVersion || _savegameVersion > sle->maxVersion) { // Skip entries which are not present in this save game version if (type & 128) sle++; } else { // load entry int columns = 1; int rows = 1; int rowlen = 0; if (type & 128) { sle++; columns = sle->offs; rows = sle->type; rowlen = sle->size; type &= ~128; } while (rows--) { loadArrayOf(at, columns, size, type); at += rowlen; } } sle++; } } } // End of namespace Scumm