/* 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" 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; fadeToBlackEffect(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++; } }