/* 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. * * MIT License: * * Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. * */ #include "common/file.h" #include "common/debug.h" #include "common/debug-channels.h" #include "common/config-manager.h" #include "common/savefile.h" #include "common/system.h" #include "common/textconsole.h" #include "common/translation.h" #include "gui/saveload.h" #include "graphics/thumbnail.h" #include "graphics/surface.h" #include "wage/wage.h" #include "wage/world.h" #include "wage/entities.h" #define SAVEGAME_CURRENT_VERSION 1 // // Original saves format is supported. // ScummVM adds flags, description and thumbnail // in the end of the file (shouldn't make saves incompatible). // // Version 0 (original/ScummVM): first ScummVM version // namespace Wage { static const uint32 WAGEflag = MKTAG('W', 'A', 'G', 'E'); //TODO: make sure these are calculated right: (we add flag, description, etc) #define VARS_INDEX 0x005E #define SCENES_INDEX 0x0232 #define SCENE_SIZE 0x0010 #define CHR_SIZE 0x0016 #define OBJ_SIZE 0x0010 #define GET_HEX_OFFSET(ptr, baseOffset, entrySize) ((ptr) == nullptr ? -1 : ((baseOffset) + (entrySize) * (ptr)->_index)) #define GET_HEX_CHR_OFFSET(ptr) GET_HEX_OFFSET((ptr), chrsHexOffset, CHR_SIZE) #define GET_HEX_OBJ_OFFSET(ptr) GET_HEX_OFFSET((ptr), objsHexOffset, OBJ_SIZE) #define GET_HEX_SCENE_OFFSET(ptr) ((ptr) == nullptr ? -1 : (SCENES_INDEX + getSceneIndex(_world->_player->_currentScene) * SCENE_SIZE)) int WageEngine::getSceneIndex(Scene *scene) const { assert(scene); Common::Array &orderedScenes = _world->_orderedScenes; for (uint32 i = 0; i < orderedScenes.size(); ++i) { if (orderedScenes[i] == scene) return i; } warning("Scene's index not found"); return -1; } int WageEngine::saveGame(const Common::String &fileName, const Common::String &descriptionString) { Common::OutSaveFile *out; int result = 0; debug(9, "WageEngine::saveGame(%s, %s)", fileName.c_str(), descriptionString.c_str()); if (!(out = _saveFileMan->openForSaving(fileName))) { warning("Can't create file '%s', game not saved", fileName.c_str()); return -1; } else { debug(9, "Successfully opened %s for writing", fileName.c_str()); } // Counters out->writeSint16LE(_world->_scenes.size()); //numScenes out->writeSint16LE(_world->_chrs.size()); //numChars out->writeSint16LE(_world->_objs.size()); //numObjs // Hex Offsets int chrsHexOffset = SCENES_INDEX + _world->_scenes.size() * SCENE_SIZE; //chrs start after scenes int objsHexOffset = chrsHexOffset + _world->_chrs.size() * CHR_SIZE; //objs start after chrs out->writeSint32LE(chrsHexOffset); out->writeSint32LE(objsHexOffset); // Unique 8-byte World Signature out->writeSint32LE(_world->_signature); //8-byte ints? seriously? (uses 4 bytes in java code too) Chr *player = _world->_player; Context &playerContext = player->_context; // More Counters out->writeSint32LE(playerContext._visits); //visitNum out->writeSint32LE(_loopCount); //loopNum out->writeSint32LE(playerContext._kills); //killNum // Hex offset to player character out->writeSint32LE(GET_HEX_CHR_OFFSET(player)); //getPlayerHexOffset() == getHexOffsetForChr(player) // character in this scene? out->writeSint32LE(GET_HEX_CHR_OFFSET(_monster)); //getPresCharHexOffset() == getHexOffsetForChr(monster) // Hex offset to current scene out->writeSint32LE(GET_HEX_SCENE_OFFSET(player->_currentScene)); //getCurSceneHexOffset() // wearing a helmet? out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::HEAD_ARMOR])); //helmetIndex // holding a shield? out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::SHIELD_ARMOR])); //shieldIndex // wearing chest armor? out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::BODY_ARMOR])); //chestArmIndex // wearing spiritual armor? out->writeSint32LE(GET_HEX_OBJ_OFFSET(player->_armor[Chr::ChrArmorType::MAGIC_ARMOR])); //sprtArmIndex // TODO: out->writeSint16LE(0xffff); // ???? - always FFFF out->writeSint16LE(0xffff); // ???? - always FFFF out->writeSint16LE(0xffff); // ???? - always FFFF out->writeSint16LE(0xffff); // ???? - always FFFF // did a character just escape? out->writeSint32LE(GET_HEX_CHR_OFFSET(_running)); //getRunCharHexOffset() == getHexOffsetForChr(running) // players experience points out->writeSint32LE(playerContext._experience); out->writeSint16LE(_aim); //aim out->writeSint16LE(_opponentAim); //opponentAim // TODO: out->writeSint16LE(0x0000); // always 0 out->writeSint16LE(0x0000); // always 0 out->writeSint16LE(0x0000); // always 0 // Base character stats out->writeByte(playerContext._statVariables[PHYS_STR_BAS]); //state.getBasePhysStr() out->writeByte(playerContext._statVariables[PHYS_HIT_BAS]); //state.getBasePhysHp() out->writeByte(playerContext._statVariables[PHYS_ARM_BAS]); //state.getBasePhysArm() out->writeByte(playerContext._statVariables[PHYS_ACC_BAS]); //state.getBasePhysAcc() out->writeByte(playerContext._statVariables[SPIR_STR_BAS]); //state.getBaseSprtStr() out->writeByte(playerContext._statVariables[SPIR_HIT_BAS]); //state.getBaseSprtHp() out->writeByte(playerContext._statVariables[SPIR_ARM_BAS]); //state.getBaseSprtArm() out->writeByte(playerContext._statVariables[SPIR_ACC_BAS]); //state.getBaseSprtAcc() out->writeByte(playerContext._statVariables[PHYS_SPE_BAS]); //state.getBaseRunSpeed() // TODO: out->writeByte(0x0A); // ???? - always seems to be 0x0A // write user vars for (uint32 i = 0; i < 26 * 9; ++i) out->writeSint16LE(playerContext._userVariables[i]); // write updated info for all scenes Common::Array &orderedScenes = _world->_orderedScenes; for (uint32 i = 0; i < orderedScenes.size(); ++i) { Scene *scene = orderedScenes[i]; if (scene != _world->_storageScene) { out->writeSint16LE(scene->_resourceId); out->writeSint16LE(scene->_worldY); out->writeSint16LE(scene->_worldX); out->writeByte(scene->_blocked[NORTH] ? 0x01 : 0x00); out->writeByte(scene->_blocked[SOUTH] ? 0x01 : 0x00); out->writeByte(scene->_blocked[EAST] ? 0x01 : 0x00); out->writeByte(scene->_blocked[WEST] ? 0x01 : 0x00); out->writeSint16LE(scene->_soundFrequency); out->writeByte(scene->_soundType); // the following two bytes are currently unknown out->writeByte(0); out->writeByte(0); out->writeByte(scene->_visited ? 0x01 : 0x00); } } // write updated info for all characters Common::Array &orderedChrs = _world->_orderedChrs; for (uint32 i = 0; i < orderedChrs.size(); ++i) { Chr *chr = orderedChrs[i]; out->writeSint16LE(chr->_resourceId); out->writeSint16LE(chr->_currentScene->_resourceId); Context &chrContext = chr->_context; out->writeByte(chrContext._statVariables[PHYS_STR_CUR]); out->writeByte(chrContext._statVariables[PHYS_HIT_CUR]); out->writeByte(chrContext._statVariables[PHYS_ARM_CUR]); out->writeByte(chrContext._statVariables[PHYS_ACC_CUR]); out->writeByte(chrContext._statVariables[SPIR_STR_CUR]); out->writeByte(chrContext._statVariables[SPIR_HIT_CUR]); out->writeByte(chrContext._statVariables[SPIR_ARM_CUR]); out->writeByte(chrContext._statVariables[SPIR_ACC_CUR]); out->writeByte(chrContext._statVariables[PHYS_SPE_CUR]); out->writeByte(chr->_rejectsOffers); out->writeByte(chr->_followsOpponent); // bytes 16-20 are unknown out->writeByte(0); out->writeByte(0); out->writeByte(0); out->writeByte(0); out->writeByte(0); out->writeByte(chr->_weaponDamage1); out->writeByte(chr->_weaponDamage2); } // write updated info for all objects Common::Array &orderedObjs = _world->_orderedObjs; for (uint32 i = 0; i < orderedObjs.size(); ++i) { Obj *obj = orderedObjs[i]; Scene *location = obj->_currentScene; Chr *owner = obj->_currentOwner; out->writeSint16LE(obj->_resourceId); out->writeSint16LE(location == nullptr ? 0 : location->_resourceId); out->writeSint16LE(owner == nullptr ? 0 : owner->_resourceId); // bytes 7-9 are unknown (always = 0) out->writeByte(0); out->writeByte(0); out->writeByte(0); out->writeByte(obj->_accuracy); out->writeByte(obj->_value); out->writeByte(obj->_type); out->writeByte(obj->_damage); out->writeByte(obj->_attackType); out->writeSint16LE(obj->_numberOfUses); } // the following is appended by ScummVM out->writeUint32BE(WAGEflag); // Write description of saved game, limited to WAGE_SAVEDGAME_DESCRIPTION_LEN characters + terminating NUL const int WAGE_SAVEDGAME_DESCRIPTION_LEN = 127; char description[WAGE_SAVEDGAME_DESCRIPTION_LEN + 1]; memset(description, 0, sizeof(description)); strncpy(description, descriptionString.c_str(), WAGE_SAVEDGAME_DESCRIPTION_LEN); assert(WAGE_SAVEDGAME_DESCRIPTION_LEN + 1 == 128); // safety out->write(description, 128); out->writeByte(SAVEGAME_CURRENT_VERSION); debug(9, "Writing save game version (%d)", SAVEGAME_CURRENT_VERSION); // Thumbnail Graphics::saveThumbnail(*out); // this one to make checking easier: // it couldn't be added to the beginning // and we won't be able to find it in the middle, // so these would be the last 4 bytes of the file out->writeUint32BE(WAGEflag); out->finalize(); if (out->err()) { warning("Can't write file '%s'. (Disk full?)", fileName.c_str()); result = -1; } else debug(9, "Saved game %s in file %s", descriptionString.c_str(), fileName.c_str()); delete out; return result; } int WageEngine::loadGame(int slotId) { Common::InSaveFile *data; Common::String fileName = getSavegameFilename(slotId); debug(9, "WageEngine::loadGame(%d)", slotId); if (!(data = _saveFileMan->openForLoading(fileName))) { warning("Can't open file '%s', game not loaded", fileName.c_str()); return -1; } else { debug(9, "Successfully opened %s for reading", fileName.c_str()); } // Counters int numScenes = data->readSint16LE(); int numChars = data->readSint16LE(); int numObjs = data->readSint16LE(); // Hex Offsets int chrsHexOffset = data->readSint32LE(); int objsHexOffset = data->readSint32LE(); // Unique 8-byte World Signature _world->_signature = data->readSint32LE(); //Chr *player = _world->_player; //Context &playerContext = player->_context; // More Counters int visitNum = data->readSint32LE(); //visitNum @ playerContext._visits _loopCount = data->readSint32LE(); //loopNum int killNum = data->readSint32LE(); //killNum @ playerContext._kills // Hex offset to player character int playerOffset = data->readSint32LE(); // character in this scene? int presCharOffset = data->readSint32LE(); // Hex offset to current scene int currentSceneOffset = data->readSint32LE(); // wearing a helmet? int helmetOffset = data->readSint32LE(); //helmetIndex @ player->_armor[Chr::ChrArmorType::HEAD_ARMOR] // holding a shield? int shieldOffset = data->readSint32LE(); //shieldIndex @ player->_armor[Chr::ChrArmorType::SHIELD_ARMOR] // wearing chest armor? int armorOffset = data->readSint32LE(); //chestArmIndex @ player->_armor[Chr::ChrArmorType::BODY_ARMOR] // wearing spiritual armor? int spiritualArmorOffset = data->readSint32LE(); //sprtArmIndex @ player->_armor[Chr::ChrArmorType::MAGIC_ARMOR] data->readSint16LE(); // FFFF data->readSint16LE(); // FFFF data->readSint16LE(); // FFFF data->readSint16LE(); // FFFF int runCharOffset = data->readSint32LE(); // players experience points int exp = data->readSint32LE(); // @ playerContext._experience _aim = data->readSint16LE(); //aim _opponentAim = data->readSint16LE(); //opponentAim data->readSint16LE(); // 0000 data->readSint16LE(); // 0000 data->readSint16LE(); // 0000 // Base character stats int basePhysStr = data->readByte(); // @ playerContext._statVariables[PHYS_STR_BAS] int basePhysHp = data->readByte(); // @ playerContext._statVariables[PHYS_HIT_BAS] int basePhysArm = data->readByte(); // @ playerContext._statVariables[PHYS_ARM_BAS] int basePhysAcc = data->readByte(); // @ playerContext._statVariables[PHYS_ACC_BAS] int baseSprtStr = data->readByte(); // @ playerContext._statVariables[SPIR_STR_BAS] int baseSprtHp = data->readByte(); // @ playerContext._statVariables[SPIR_HIT_BAS] int baseSprtArm = data->readByte(); // @ playerContext._statVariables[SPIR_ARM_BAS] int baseSprtAcc = data->readByte(); // @ playerContext._statVariables[SPIR_ACC_BAS] int baseRunSpeed = data->readByte(); // @ playerContext._statVariables[PHYS_SPE_BAS] data->readByte(); // 0x0A? // write user vars for (uint32 i = 0; i < 26 * 9; ++i) data->readSint16LE(); // @ playerContext._userVariables[i] // write updated info for all scenes for (uint32 i = 0; i < numScenes; ++i) { data->readSint16LE(); // @ scene->_resourceId data->readSint16LE(); // @ scene->_worldY data->readSint16LE(); // @ scene->_worldX data->readByte(); // @ scene->_blocked[NORTH] data->readByte(); // @ scene->_blocked[SOUTH] data->readByte(); // @ scene->_blocked[EAST] data->readByte(); // @ scene->_blocked[WEST] data->readSint16LE(); // @ scene->_soundFrequency data->readByte(); // @ scene->_soundType // the following two bytes are currently unknown data->readByte(); data->readByte(); data->readByte(); // @ scene->_visited } // write updated info for all characters Common::Array &orderedChrs = _world->_orderedChrs; for (uint32 i = 0; i < orderedChrs.size(); ++i) { int resourceId = data->readSint16LE(); int sceneResourceId = data->readSint16LE(); int strength = data->readByte(); // @ chrContext._statVariables[PHYS_STR_CUR] int hp = data->readByte(); // @ chrContext._statVariables[PHYS_HIT_CUR] int armor = data->readByte(); // @ chrContext._statVariables[PHYS_ARM_CUR] int accuracy = data->readByte(); // @ chrContext._statVariables[PHYS_ACC_CUR] int spirStrength = data->readByte(); // @ chrContext._statVariables[SPIR_STR_CUR] int spirHp = data->readByte(); // @ chrContext._statVariables[SPIR_HIT_CUR] int spirArmor = data->readByte(); // @ chrContext._statVariables[SPIR_ARM_CUR] int spirAccuracy = data->readByte(); // @ chrContext._statVariables[SPIR_ACC_CUR] int speed = data->readByte(); // @ chrContext._statVariables[PHYS_SPE_CUR] int rejectsOffers = data->readByte(); // @ chr->_rejectsOffers int followsOpponent = data->readByte(); // @ chr->_followsOpponent // bytes 16-20 are unknown data->readByte(); data->readByte(); data->readByte(); data->readByte(); data->readByte(); data->readByte(); // @ chr->_weaponDamage1 data->readByte(); // @ chr->_weaponDamage2 } // write updated info for all objects for (uint32 i = 0; i < numObjs; ++i) { int resourceId = data->readSint16LE(); int locationResourceId = data->readSint16LE(); int ownerResourceId = data->readSint16LE(); // bytes 7-9 are unknown (always = 0) data->readByte(); data->readByte(); data->readByte(); data->readByte(); // @ obj->_accuracy data->readByte(); // @ obj->_value data->readByte(); // @ obj->_type data->readByte(); // @ obj->_damage data->readByte(); // @ obj->_attackType data->readSint16LE(); // @ obj->_numberOfUses } // the following is appended by ScummVM if (data->pos() < data->size()) { int scummvmWageFlag = data->readUint32BE(); if (scummvmWageFlag != WAGEflag) { warning("Extra bytes after original save's information found, but that's not ScummVM's"); delete data; return 0; } // Write description of saved game, limited to WAGE_SAVEDGAME_DESCRIPTION_LEN characters + terminating NUL const int WAGE_SAVEDGAME_DESCRIPTION_LEN = 127; char description[WAGE_SAVEDGAME_DESCRIPTION_LEN + 1]; data->read(description, 128); if (description[WAGE_SAVEDGAME_DESCRIPTION_LEN] != 0) { warning("Description's last byte is not '\0'"); description[WAGE_SAVEDGAME_DESCRIPTION_LEN] = 0; } int version = data->readByte(); if (version != SAVEGAME_CURRENT_VERSION) { warning("Reading version %d while current is %d", version, SAVEGAME_CURRENT_VERSION); } // Thumbnail Graphics::loadThumbnail(*data); } delete data; return 0; } Common::String WageEngine::getSavegameFilename(int16 slotId) const { Common::String saveLoadSlot = _targetName; saveLoadSlot += Common::String::format(".%.3d", slotId); return saveLoadSlot; } Common::Error WageEngine::saveGameState(int slot, const Common::String &description) { Common::String saveLoadSlot = getSavegameFilename(slot); if (saveGame(saveLoadSlot, description) == 0) return Common::kNoError; else return Common::kUnknownError; } } // End of namespace Agi