/* ScummVM - Scumm Interpreter
 * Copyright (C) 2001  Ludvig Strigeus
 * Copyright (C) 2001/2002 The ScummVM project
 *
 * 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 *
 * $Header$
 *
 */

#include "stdafx.h"
#include "scumm.h"
#include "sound/mididrv.h"
#include "sound/imuse.h"
#include "actor.h"
#include "config-file.h"
#include "saveload.h"

struct SaveGameHeader {
	uint32 type;
	uint32 size;
	uint32 ver;
	char name[32];
};

// Support for "old" savegames (made with 2501 CVS build)
// Can be useful for other ports too :)

#define VER_V9 9
#define VER_V8 8
#define VER_V7 7

#define CURRENT_VER VER_V9

static uint32 _current_version = CURRENT_VER;

bool Scumm::saveState(int slot, bool compat)
{
	char filename[256];
	SerializerStream out;
	SaveGameHeader hdr;
	Serializer ser;

	makeSavegameName(filename, slot, compat);

	if (!out.fopen(filename, "wb"))
		return false;

	memcpy(hdr.name, _saveLoadName, sizeof(hdr.name));

	hdr.type = MKID('SCVM');
	hdr.size = 0;
	hdr.ver = _current_version;

	out.fwrite(&hdr, sizeof(hdr), 1);

	ser._saveLoadStream = out;
	ser._saveOrLoad = true;
	saveOrLoad(&ser);

	out.fclose();
	debug(1, "State saved as '%s'", filename);
	return true;
}

bool Scumm::loadState(int slot, bool compat)
{
	char filename[256];
	SerializerStream out;
	int i, j;
	SaveGameHeader hdr;
	Serializer ser;
	int sb, sh;

	makeSavegameName(filename, slot, compat);
	if (!out.fopen(filename, "rb"))
		return false;

	out.fread(&hdr, sizeof(hdr), 1);
	if (hdr.type != MKID('SCVM')) {
		warning("Invalid savegame '%s'", filename);
		out.fclose();
		return false;
	}

	if (hdr.ver < VER_V7 || hdr.ver > _current_version) {
		warning("Invalid version of '%s'", filename);
		out.fclose();
		return false;
	}

	_current_version = hdr.ver;
	memcpy(_saveLoadName, hdr.name, sizeof(hdr.name));

	pauseSounds(true);

	CHECK_HEAP openRoom(-1);
	memset(_inventory, 0, sizeof(_inventory[0]) * _numInventory);

	/* Nuke all resources */
	for (i = rtFirst; i <= rtLast; i++)
		if (i != rtTemp && i != rtBuffer)
			for (j = 0; j < res.num[i]; j++) {
				nukeResource(i, j);
				res.flags[i][j] = 0;
			}

	initScummVars();

	ser._saveLoadStream = out;
	ser._saveOrLoad = false;
	saveOrLoad(&ser);
	out.fclose();

	sb = _screenB;
	sh = _screenH;

	gdi._mask_left = -1;

	initScreens(0, 0, 320, 200);

	// Force a fade to black
	int old_screenEffectFlag = _screenEffectFlag;
	_screenEffectFlag = true;
	fadeOut(129);
	_screenEffectFlag = old_screenEffectFlag;

	initScreens(0, sb, 320, sh);

	_completeScreenRedraw = true;
	setDirtyColors(0, 255);

	_lastCodePtr = NULL;

	_drawObjectQueNr = 0;
	_verbMouseOver = 0;

	if (_features & GF_AFTER_V7)
		cameraMoved();

	initBGBuffers(_scrHeight);

	CHECK_HEAP debug(1, "State loaded from '%s'", filename);


	pauseSounds(false);

	return true;
}

void Scumm::makeSavegameName(char *out, int slot, bool compatible)
{

	const char *dir = NULL;

#ifdef _WIN32_WCE
	dir = _gameDataPath;
#else

#if !defined(MACOS_CARBON)
	dir = getenv("SCUMMVM_SAVEPATH");
#endif

	// If SCUMMVM_SAVEPATH was not specified, try to use game specific savepath from config
	if (!dir || dir[0] == 0)
		dir = scummcfg->get("savepath");

	// If SCUMMVM_SAVEPATH was not specified, try to use general path from config
	if (!dir || dir[0] == 0)
		dir = scummcfg->get("savepath", "scummvm");

	// If no save path was specified, use no directory prefix
	if (dir == NULL)
		dir = "";
#endif

	// snprintf should be used here, but it's not portable enough
	sprintf(out, "%s%s.%c%.2d", dir, _exe_name, compatible ? 'c' : 's', slot);
}

bool Scumm::getSavegameName(int slot, char *desc)
{
	char filename[256];
	SerializerStream out;
	SaveGameHeader hdr;
	int len;

	makeSavegameName(filename, slot, false);
	if (!out.fopen(filename, "rb")) {
		strcpy(desc, "");
		return false;
	}
	len = out.fread(&hdr, sizeof(hdr), 1);
	out.fclose();

	if (len != 1 || hdr.type != MKID('SCVM')) {
		strcpy(desc, "Invalid savegame");
		return false;
	}

	if (hdr.ver < VER_V7 || hdr.ver > _current_version) {
		strcpy(desc, "Invalid version");
		return false;
	}

	memcpy(desc, hdr.name, sizeof(hdr.name));
	desc[sizeof(hdr.name) - 1] = 0;
	return true;
}

#define OFFS(type,item) ((int)(&((type*)0)->item))
#define SIZE(type,item) sizeof(((type*)0)->item)
#define MKLINE(type,item,saveas) {OFFS(type,item),saveas,SIZE(type,item)}
#define MKARRAY(type,item,saveas,num) {OFFS(type,item),128|saveas,SIZE(type,item)}, {num,0,0}
#define MKEND() {0xFFFF,0xFF,0xFF}

void Scumm::saveOrLoad(Serializer *s)
{
	const SaveLoadEntry objectEntries[] = {
		MKLINE(ObjectData, offs_obim_to_room, sleUint32),
		MKLINE(ObjectData, offs_obcd_to_room, sleUint32),
		MKLINE(ObjectData, walk_x, sleUint16),
		MKLINE(ObjectData, walk_y, sleUint16),
		MKLINE(ObjectData, obj_nr, sleUint16),
		MKLINE(ObjectData, x_pos, sleInt16),
		MKLINE(ObjectData, y_pos, sleInt16),
		MKLINE(ObjectData, width, sleUint16),
		MKLINE(ObjectData, height, sleUint16),
		MKLINE(ObjectData, actordir, sleByte),
		MKLINE(ObjectData, parentstate, sleByte),
		MKLINE(ObjectData, parent, sleByte),
		MKLINE(ObjectData, state, sleByte),
		MKLINE(ObjectData, fl_object_index, sleByte),
		MKEND()
	};

	const SaveLoadEntry actorEntries[] = {
		MKLINE(Actor, x, sleInt16),
		MKLINE(Actor, y, sleInt16),
		MKLINE(Actor, top, sleInt16),
		MKLINE(Actor, bottom, sleInt16),
		MKLINE(Actor, elevation, sleInt16),
		MKLINE(Actor, width, sleUint16),
		MKLINE(Actor, facing, sleUint16),
		MKLINE(Actor, costume, sleUint16),
		MKLINE(Actor, room, sleByte),
		MKLINE(Actor, talkColor, sleByte),
		MKLINE(Actor, scalex, sleByte),
		MKLINE(Actor, scaley, sleByte),
		MKLINE(Actor, charset, sleByte),
		MKARRAY(Actor, sound[0], sleByte, 8),
		MKARRAY(Actor, animVariable[0], sleUint16, 8),
		MKLINE(Actor, newDirection, sleUint16),
		MKLINE(Actor, moving, sleByte),
		MKLINE(Actor, ignoreBoxes, sleByte),
		MKLINE(Actor, forceClip, sleByte),
		MKLINE(Actor, initFrame, sleByte),
		MKLINE(Actor, walkFrame, sleByte),
		MKLINE(Actor, standFrame, sleByte),
		MKLINE(Actor, talkFrame1, sleByte),
		MKLINE(Actor, talkFrame2, sleByte),
		MKLINE(Actor, speedx, sleUint16),
		MKLINE(Actor, speedy, sleUint16),
		MKLINE(Actor, cost.animCounter1, sleUint16),
		MKLINE(Actor, cost.animCounter2, sleByte),
		MKARRAY(Actor, palette[0], sleByte, 64),
		MKLINE(Actor, mask, sleByte),
		MKLINE(Actor, shadow_mode, sleByte),
		MKLINE(Actor, visible, sleByte),
		MKLINE(Actor, frame, sleByte),
		MKLINE(Actor, animSpeed, sleByte),
		MKLINE(Actor, animProgress, sleByte),
		MKLINE(Actor, walkbox, sleByte),
		MKLINE(Actor, needRedraw, sleByte),
		MKLINE(Actor, needBgReset, sleByte),
		MKLINE(Actor, costumeNeedsInit, sleByte),

		MKLINE(Actor, new_1, sleInt16),
		MKLINE(Actor, new_2, sleInt16),
		MKLINE(Actor, new_3, sleByte),

		MKLINE(Actor, layer, sleByte),

		MKLINE(Actor, talk_script, sleUint16),
		MKLINE(Actor, walk_script, sleUint16),

		MKLINE(Actor, walkdata.destx, sleInt16),
		MKLINE(Actor, walkdata.desty, sleInt16),
		MKLINE(Actor, walkdata.destbox, sleByte),
		MKLINE(Actor, walkdata.destdir, sleUint16),
		MKLINE(Actor, walkdata.curbox, sleByte),
		MKLINE(Actor, walkdata.x, sleInt16),
		MKLINE(Actor, walkdata.y, sleInt16),
		MKLINE(Actor, walkdata.newx, sleInt16),
		MKLINE(Actor, walkdata.newy, sleInt16),
		MKLINE(Actor, walkdata.XYFactor, sleInt32),
		MKLINE(Actor, walkdata.YXFactor, sleInt32),
		MKLINE(Actor, walkdata.xfrac, sleUint16),
		MKLINE(Actor, walkdata.yfrac, sleUint16),

		MKARRAY(Actor, cost.active[0], sleByte, 16),
		MKLINE(Actor, cost.stopped, sleUint16),
		MKARRAY(Actor, cost.curpos[0], sleUint16, 16),
		MKARRAY(Actor, cost.start[0], sleUint16, 16),
		MKARRAY(Actor, cost.end[0], sleUint16, 16),
		MKARRAY(Actor, cost.frame[0], sleUint16, 16),
		MKEND()
	};

	const SaveLoadEntry verbEntries[] = {
		MKLINE(VerbSlot, x, sleInt16),
		MKLINE(VerbSlot, y, sleInt16),
		MKLINE(VerbSlot, right, sleInt16),
		MKLINE(VerbSlot, bottom, sleInt16),
		MKLINE(VerbSlot, oldleft, sleInt16),
		MKLINE(VerbSlot, oldtop, sleInt16),
		MKLINE(VerbSlot, oldright, sleInt16),
		MKLINE(VerbSlot, oldbottom, sleInt16),
		MKLINE(VerbSlot, verbid, sleByte),
		MKLINE(VerbSlot, color, sleByte),
		MKLINE(VerbSlot, hicolor, sleByte),
		MKLINE(VerbSlot, dimcolor, sleByte),
		MKLINE(VerbSlot, bkcolor, sleByte),
		MKLINE(VerbSlot, type, sleByte),
		MKLINE(VerbSlot, charset_nr, sleByte),
		MKLINE(VerbSlot, curmode, sleByte),
		MKLINE(VerbSlot, saveid, sleByte),
		MKLINE(VerbSlot, key, sleByte),
		MKLINE(VerbSlot, center, sleByte),
		MKLINE(VerbSlot, field_1B, sleByte),
		MKLINE(VerbSlot, imgindex, sleUint16),
		MKEND()
	};

	const SaveLoadEntry mainEntriesV9[] = {
		MKLINE(Scumm, _scrWidth, sleUint16),
		MKLINE(Scumm, _scrHeight, sleUint16),
		MKLINE(Scumm, _ENCD_offs, sleUint32),
		MKLINE(Scumm, _EXCD_offs, sleUint32),
		MKLINE(Scumm, _IM00_offs, sleUint32),
		MKLINE(Scumm, _CLUT_offs, sleUint32),
		MKLINE(Scumm, _EPAL_offs, sleUint32),
		MKLINE(Scumm, _PALS_offs, sleUint32),
		MKLINE(Scumm, _curPalIndex, sleByte),
		MKLINE(Scumm, _currentRoom, sleByte),
		MKLINE(Scumm, _roomResource, sleByte),
		MKLINE(Scumm, _numObjectsInRoom, sleByte),
		MKLINE(Scumm, _currentScript, sleByte),
		MKARRAY(Scumm, _localScriptList[0], sleUint32, NUM_LOCALSCRIPT),
		MKARRAY(Scumm, vm.localvar[0][0], sleUint16, NUM_SCRIPT_SLOT * 17),
		MKARRAY(Scumm, _resourceMapper[0], sleByte, 128),
		MKARRAY(Scumm, charset._colorMap[0], sleByte, 16),
		MKARRAY(Scumm, _charsetData[0][0], sleByte, 10 * 16),
		MKLINE(Scumm, _curExecScript, sleUint16),

		MKLINE(Scumm, camera._dest.x, sleInt16),
		MKLINE(Scumm, camera._dest.y, sleInt16),
		MKLINE(Scumm, camera._cur.x, sleInt16),
		MKLINE(Scumm, camera._cur.y, sleInt16),
		MKLINE(Scumm, camera._last.x, sleInt16),
		MKLINE(Scumm, camera._last.y, sleInt16),
		MKLINE(Scumm, camera._accel.x, sleInt16),
		MKLINE(Scumm, camera._accel.y, sleInt16),
		MKLINE(Scumm, _screenStartStrip, sleInt16),
		MKLINE(Scumm, _screenEndStrip, sleInt16),
		MKLINE(Scumm, camera._mode, sleByte),
		MKLINE(Scumm, camera._follows, sleByte),
		MKLINE(Scumm, camera._leftTrigger, sleInt16),
		MKLINE(Scumm, camera._rightTrigger, sleInt16),
		MKLINE(Scumm, camera._movingToActor, sleUint16),

		MKLINE(Scumm, _actorToPrintStrFor, sleByte),
		MKLINE(Scumm, _charsetColor, sleByte),
		/* XXX Convert into word next time format changes */
		MKLINE(Scumm, charset._bufPos, sleByte),
		MKLINE(Scumm, _haveMsg, sleByte),
		MKLINE(Scumm, _useTalkAnims, sleByte),

		MKLINE(Scumm, _talkDelay, sleInt16),
		MKLINE(Scumm, _defaultTalkDelay, sleInt16),
		MKLINE(Scumm, _numInMsgStack, sleInt16),
		MKLINE(Scumm, _sentenceNum, sleByte),

		MKLINE(Scumm, vm.cutSceneStackPointer, sleByte),
		MKARRAY(Scumm, vm.cutScenePtr[0], sleUint32, 5),
		MKARRAY(Scumm, vm.cutSceneScript[0], sleByte, 5),
		MKARRAY(Scumm, vm.cutSceneData[0], sleInt16, 5),
		MKLINE(Scumm, vm.cutSceneScriptIndex, sleInt16),

		/* nest */
		MKLINE(Scumm, _numNestedScripts, sleByte),
		MKLINE(Scumm, _userPut, sleByte),
		MKLINE(Scumm, _cursorState, sleByte),
		MKLINE(Scumm, gdi._cursorActive, sleByte),
		MKLINE(Scumm, gdi._currentCursor, sleByte),

		MKLINE(Scumm, _doEffect, sleByte),
		MKLINE(Scumm, _switchRoomEffect, sleByte),
		MKLINE(Scumm, _newEffect, sleByte),
		MKLINE(Scumm, _switchRoomEffect2, sleByte),
		MKLINE(Scumm, _BgNeedsRedraw, sleByte),

		MKARRAY(Scumm, gfxUsageBits[0], sleUint32, 200),
		MKLINE(Scumm, gdi._transparency, sleByte),
		MKARRAY(Scumm, _currentPalette[0], sleByte, 768),

		MKARRAY(Scumm, _proc_special_palette[0], sleByte, 256),
		/* virtscr */

		MKARRAY(Scumm, charset._buffer[0], sleByte, 256),

		MKLINE(Scumm, _egoPositioned, sleByte),

		MKARRAY(Scumm, gdi._imgBufOffs[0], sleUint16, 4),
		MKLINE(Scumm, gdi._numZBuffer, sleByte),

		MKLINE(Scumm, _screenEffectFlag, sleByte),

		MKLINE(Scumm, _randSeed1, sleUint32),
		MKLINE(Scumm, _randSeed2, sleUint32),

		/* XXX: next time the save game format changes,
		 * convert _shakeEnabled to boolean and add a _shakeFrame field */
		MKLINE(Scumm, _shakeEnabled, sleInt16),

		MKLINE(Scumm, _keepText, sleByte),

		MKLINE(Scumm, _screenB, sleUint16),
		MKLINE(Scumm, _screenH, sleUint16),

		MKLINE(Scumm, _cd_track, sleInt16),
		MKLINE(Scumm, _cd_loops, sleInt16),
		MKLINE(Scumm, _cd_frame, sleInt16),
		MKLINE(Scumm, _cd_end, sleInt16),

		MKEND()
	};

	const SaveLoadEntry mainEntriesV8[] = {
		MKLINE(Scumm, _scrWidth, sleUint16),
		MKLINE(Scumm, _scrHeight, sleUint16),
		MKLINE(Scumm, _ENCD_offs, sleUint32),
		MKLINE(Scumm, _EXCD_offs, sleUint32),
		MKLINE(Scumm, _IM00_offs, sleUint32),
		MKLINE(Scumm, _CLUT_offs, sleUint32),
		MKLINE(Scumm, _EPAL_offs, sleUint32),
		MKLINE(Scumm, _PALS_offs, sleUint32),
		MKLINE(Scumm, _curPalIndex, sleByte),
		MKLINE(Scumm, _currentRoom, sleByte),
		MKLINE(Scumm, _roomResource, sleByte),
		MKLINE(Scumm, _numObjectsInRoom, sleByte),
		MKLINE(Scumm, _currentScript, sleByte),
		MKARRAY(Scumm, _localScriptList[0], sleUint32, NUM_LOCALSCRIPT),
		MKARRAY(Scumm, vm.localvar[0][0], sleUint16, 25 * 17),
		MKARRAY(Scumm, _resourceMapper[0], sleByte, 128),
		MKARRAY(Scumm, charset._colorMap[0], sleByte, 16),
		MKARRAY(Scumm, _charsetData[0][0], sleByte, 10 * 16),
		MKLINE(Scumm, _curExecScript, sleUint16),

		MKLINE(Scumm, camera._dest.x, sleInt16),
		MKLINE(Scumm, camera._dest.y, sleInt16),
		MKLINE(Scumm, camera._cur.x, sleInt16),
		MKLINE(Scumm, camera._cur.y, sleInt16),
		MKLINE(Scumm, camera._last.x, sleInt16),
		MKLINE(Scumm, camera._last.y, sleInt16),
		MKLINE(Scumm, camera._accel.x, sleInt16),
		MKLINE(Scumm, camera._accel.y, sleInt16),
		MKLINE(Scumm, _screenStartStrip, sleInt16),
		MKLINE(Scumm, _screenEndStrip, sleInt16),
		MKLINE(Scumm, camera._mode, sleByte),
		MKLINE(Scumm, camera._follows, sleByte),
		MKLINE(Scumm, camera._leftTrigger, sleInt16),
		MKLINE(Scumm, camera._rightTrigger, sleInt16),
		MKLINE(Scumm, camera._movingToActor, sleUint16),

		MKLINE(Scumm, _actorToPrintStrFor, sleByte),
		MKLINE(Scumm, _charsetColor, sleByte),
		/* XXX Convert into word next time format changes */
		MKLINE(Scumm, charset._bufPos, sleByte),
		MKLINE(Scumm, _haveMsg, sleByte),
		MKLINE(Scumm, _useTalkAnims, sleByte),

		MKLINE(Scumm, _talkDelay, sleInt16),
		MKLINE(Scumm, _defaultTalkDelay, sleInt16),
		MKLINE(Scumm, _numInMsgStack, sleInt16),
		MKLINE(Scumm, _sentenceNum, sleByte),

		MKLINE(Scumm, vm.cutSceneStackPointer, sleByte),
		MKARRAY(Scumm, vm.cutScenePtr[0], sleUint32, 5),
		MKARRAY(Scumm, vm.cutSceneScript[0], sleByte, 5),
		MKARRAY(Scumm, vm.cutSceneData[0], sleInt16, 5),
		MKLINE(Scumm, vm.cutSceneScriptIndex, sleInt16),

		/* nest */
		MKLINE(Scumm, _numNestedScripts, sleByte),
		MKLINE(Scumm, _userPut, sleByte),
		MKLINE(Scumm, _cursorState, sleByte),
		MKLINE(Scumm, gdi._cursorActive, sleByte),
		MKLINE(Scumm, gdi._currentCursor, sleByte),

		MKLINE(Scumm, _doEffect, sleByte),
		MKLINE(Scumm, _switchRoomEffect, sleByte),
		MKLINE(Scumm, _newEffect, sleByte),
		MKLINE(Scumm, _switchRoomEffect2, sleByte),
		MKLINE(Scumm, _BgNeedsRedraw, sleByte),

		MKARRAY(Scumm, gfxUsageBits[0], sleUint32, 200),
		MKLINE(Scumm, gdi._transparency, sleByte),
		MKARRAY(Scumm, _currentPalette[0], sleByte, 768),

		MKARRAY(Scumm, _proc_special_palette[0], sleByte, 256),
		/* virtscr */

		MKARRAY(Scumm, charset._buffer[0], sleByte, 256),

		MKLINE(Scumm, _egoPositioned, sleByte),

		MKARRAY(Scumm, gdi._imgBufOffs[0], sleUint16, 4),
		MKLINE(Scumm, gdi._numZBuffer, sleByte),

		MKLINE(Scumm, _screenEffectFlag, sleByte),

		MKLINE(Scumm, _randSeed1, sleUint32),
		MKLINE(Scumm, _randSeed2, sleUint32),

		/* XXX: next time the save game format changes,
		 * convert _shakeEnabled to boolean and add a _shakeFrame field */
		MKLINE(Scumm, _shakeEnabled, sleInt16),

		MKLINE(Scumm, _keepText, sleByte),

		MKLINE(Scumm, _screenB, sleUint16),
		MKLINE(Scumm, _screenH, sleUint16),

		MKEND()
	};

	const SaveLoadEntry scriptSlotEntries[] = {
		MKLINE(ScriptSlot, offs, sleUint32),
		MKLINE(ScriptSlot, delay, sleInt32),
		MKLINE(ScriptSlot, number, sleUint16),
		MKLINE(ScriptSlot, newfield, sleUint16),
		MKLINE(ScriptSlot, status, sleByte),
		MKLINE(ScriptSlot, where, sleByte),
		MKLINE(ScriptSlot, unk1, sleByte),
		MKLINE(ScriptSlot, unk2, sleByte),
		MKLINE(ScriptSlot, freezeCount, sleByte),
		MKLINE(ScriptSlot, didexec, sleByte),
		MKLINE(ScriptSlot, cutsceneOverride, sleByte),
		MKLINE(ScriptSlot, unk5, sleByte),
		MKEND()
	};

	const SaveLoadEntry nestedScriptEntries[] = {
		MKLINE(NestedScript, number, sleUint16),
		MKLINE(NestedScript, where, sleByte),
		MKLINE(NestedScript, slot, sleByte),
		MKEND()
	};

	const SaveLoadEntry sentenceTabEntries[] = {
		MKLINE(SentenceTab, unk5, sleUint8),
		MKLINE(SentenceTab, unk2, sleUint8),
		MKLINE(SentenceTab, unk4, sleUint16),
		MKLINE(SentenceTab, unk3, sleUint16),
		MKLINE(SentenceTab, unk, sleUint8),
		MKEND()
	};

	const SaveLoadEntry stringTabEntries[] = {
		MKLINE(StringTab, xpos, sleInt16),
		MKLINE(StringTab, t_xpos, sleInt16),
		MKLINE(StringTab, ypos, sleInt16),
		MKLINE(StringTab, t_ypos, sleInt16),
		MKLINE(StringTab, right, sleInt16),
		MKLINE(StringTab, t_right, sleInt16),
		MKLINE(StringTab, color, sleInt8),
		MKLINE(StringTab, t_color, sleInt8),
		MKLINE(StringTab, charset, sleInt8),
		MKLINE(StringTab, t_charset, sleInt8),
		MKLINE(StringTab, center, sleByte),
		MKLINE(StringTab, t_center, sleByte),
		MKLINE(StringTab, overhead, sleByte),
		MKLINE(StringTab, t_overhead, sleByte),
		MKLINE(StringTab, no_talk_anim, sleByte),
		MKLINE(StringTab, t_no_talk_anim, sleByte),
		MKEND()
	};

	const SaveLoadEntry colorCycleEntries[] = {
		MKLINE(ColorCycle, delay, sleUint16),
		MKLINE(ColorCycle, counter, sleUint16),
		MKLINE(ColorCycle, flags, sleUint16),
		MKLINE(ColorCycle, start, sleByte),
		MKLINE(ColorCycle, end, sleByte),
		MKEND()
	};

	int i, j;
	int var120Backup;
	int var98Backup;

	if (_current_version == VER_V9)
		s->saveLoadEntries(this, mainEntriesV9);
	else
		s->saveLoadEntries(this, mainEntriesV8);

	s->saveLoadArrayOf(actor, NUM_ACTORS, sizeof(actor[0]), actorEntries);

	if (_current_version < VER_V9)
		s->saveLoadArrayOf(vm.slot, 25, sizeof(vm.slot[0]), scriptSlotEntries);
	else
		s->saveLoadArrayOf(vm.slot, NUM_SCRIPT_SLOT, sizeof(vm.slot[0]), scriptSlotEntries);
	s->saveLoadArrayOf(_objs, _numLocalObjects, sizeof(_objs[0]), objectEntries);
	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);

	for (i = rtFirst; i <= rtLast; i++)
		if (res.mode[i] == 0)
			for (j = 1; j < res.num[i]; j++)
				saveLoadResource(s, i, j);

	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);

	if (_shadowPaletteSize)
		s->saveLoadArrayOf(_shadowPalette, _shadowPaletteSize, 1, sleByte);

	s->saveLoadArrayOf(_classData, _numGlobalObjects, sizeof(_classData[0]), sleUint32);

	var120Backup = _vars[120];
	var98Backup = _vars[98];

	s->saveLoadArrayOf(_vars, _numVariables, sizeof(_vars[0]), sleInt16);

	if (_gameId == GID_TENTACLE)	// Maybe misplaced, but that's the main idea
		_vars[120] = var120Backup;
	if (_gameId == GID_INDY4)
		_vars[98] = var98Backup;;

	s->saveLoadArrayOf(_bitVars, _numBitVariables >> 3, 1, sleByte);

	/* Save or load a list of the locked objects */
	if (s->isSaving()) {
		for (i = rtFirst; i <= rtLast; i++)
			for (j = 1; j < res.num[i]; j++) {
				if (res.flags[i][j] & RF_LOCK) {
					s->saveByte(i);
					s->saveWord(j);
				}
			}
		s->saveByte(0xFF);
	} else {
		int r;
		while ((r = s->loadByte()) != 0xFF) {
			res.flags[r][s->loadWord()] |= RF_LOCK;
		}
	}

	if (_imuse)
		_imuse->save_or_load(s, this);
}

void Scumm::saveLoadResource(Serializer *ser, int type, int idx)
{
	byte *ptr;
	uint32 size;

	/* don't save/load these resource types */
	if (type == rtTemp || type == rtBuffer || res.mode[type])
		return;

	if (ser->isSaving()) {
		ptr = res.address[type][idx];
		if (ptr == NULL) {
			ser->saveUint32(0);
			return;
		}

		size = ((MemBlkHeader *)ptr)->size;

		ser->saveUint32(size);
		ser->saveLoadBytes(ptr + sizeof(MemBlkHeader), size);

		if (type == rtInventory) {
			ser->saveWord(_inventory[idx]);
		}
	} else {
		size = ser->loadUint32();
		if (size) {
			createResource(type, idx, size);
			ser->saveLoadBytes(getResourceAddress(type, idx), size);
			if (type == rtInventory) {
				_inventory[idx] = ser->loadWord();
			}
		}
	}
}

void Serializer::saveLoadBytes(void *b, int len)
{
	if (_saveOrLoad)
		_saveLoadStream.fwrite(b, 1, len);
	else
		_saveLoadStream.fread(b, 1, len);
}

#ifdef _WIN32_WCE

// Perhaps not necessary anymore with latest checks

bool Serializer::checkEOFLoadStream()
{
	if (!fseek(_saveLoadStream.out, 1, SEEK_CUR))
		return true;
	if (feof(_saveLoadStream.out))
		return true;
	fseek(_saveLoadStream.out, -1, SEEK_CUR);
	return false;
}

#endif


void Serializer::saveUint32(uint32 d)
{
	uint32 e = FROM_LE_32(d);
	saveLoadBytes(&e, 4);
}

void Serializer::saveWord(uint16 d)
{
	uint16 e = FROM_LE_16(d);
	saveLoadBytes(&e, 2);
}

void Serializer::saveByte(byte b)
{
	saveLoadBytes(&b, 1);
}

uint32 Serializer::loadUint32()
{
	uint32 e;
	saveLoadBytes(&e, 4);
	return FROM_LE_32(e);
}

uint16 Serializer::loadWord()
{
	uint16 e;
	saveLoadBytes(&e, 2);
	return FROM_LE_16(e);
}

byte Serializer::loadByte()
{
	byte e;
	saveLoadBytes(&e, 1);
	return e;
}

void Serializer::saveLoadArrayOf(void *b, int len, int datasize, byte filetype)
{
	byte *at = (byte *)b;
	uint32 data;

	/* speed up byte arrays */
	if (datasize == 1 && filetype == sleByte) {
		saveLoadBytes(b, len);
		return;
	}

	while (--len >= 0) {
		if (_saveOrLoad) {
			/* saving */
			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("saveLoadArrayOf: invalid size %d", datasize);
			}
			switch (filetype) {
			case sleByte:
				saveByte((byte)data);
				break;
			case sleUint16:
			case sleInt16:
				saveWord((int16)data);
				break;
			case sleInt32:
			case sleUint32:
				saveUint32(data);
				break;
			default:
				error("saveLoadArrayOf: invalid filetype %d", filetype);
			}
		} else {
			/* loading */
			switch (filetype) {
			case sleByte:
				data = loadByte();
				break;
			case sleUint16:
				data = loadWord();
				break;
			case sleInt16:
				data = (int16)loadWord();
				break;
			case sleUint32:
				data = loadUint32();
				break;
			case sleInt32:
				data = (int32)loadUint32();
				break;
			default:
				error("saveLoadArrayOf: invalid filetype %d", filetype);
			}
			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("saveLoadArrayOf: invalid size %d", datasize);
			}
		}
	}
}

void Serializer::saveLoadArrayOf(void *b, int num, int datasize, const SaveLoadEntry *sle)
{
	byte *data = (byte *)b;

	while (--num >= 0) {
		saveLoadEntries(data, sle);
		data += datasize;
	}
}


void Serializer::saveLoadEntries(void *d, const SaveLoadEntry *sle)
{
	int replen;
	byte type;
	byte *at;
	int size;
	int num;
	void *ptr;

	while (sle->offs != 0xFFFF) {
		at = (byte *)d + sle->offs;
		size = sle->size;
		type = sle->type;

		if (size == 0xFF) {
			if (_saveOrLoad) {
				/* save reference */
				ptr = *((void **)at);
				saveWord(ptr ? ((*_save_ref) (_ref_me, type, ptr) + 1) : 0);
			} else {
				/* load reference */
				num = loadWord();
				*((void **)at) = num ? (*_load_ref) (_ref_me, type, num - 1) : NULL;
			}
		} else {
			replen = 1;
			if (type & 128) {
				sle++;
				replen = sle->offs;
				type &= ~128;
			}
			saveLoadArrayOf(at, replen, size, type);
		}
		sle++;
	}
}