/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2005 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 "common/config-manager.h" #include "common/savefile.h" #include "common/system.h" #include "scumm/actor.h" #include "scumm/charset.h" #include "scumm/imuse_digi/dimuse.h" #include "scumm/imuse.h" #include "scumm/intern.h" #include "scumm/object.h" #include "scumm/resource.h" #include "scumm/saveload.h" #include "scumm/scumm.h" #include "scumm/sound.h" #include "scumm/verbs.h" #include "scumm/wiz_he.h" #include "sound/audiocd.h" #include "sound/mixer.h" namespace Scumm { struct SaveGameHeader { uint32 type; uint32 size; uint32 ver; char name[32]; }; void ScummEngine::requestSave(int slot, const char *name, bool temporary) { _saveLoadSlot = slot; _saveTemporaryState = temporary; _saveLoadFlag = 1; // 1 for save assert(name); strcpy(_saveLoadName, name); } void ScummEngine::requestLoad(int slot) { _saveLoadSlot = slot; _saveTemporaryState = false; _saveLoadFlag = 2; // 2 for load } bool ScummEngine::saveState(int slot, bool compat) { char filename[256]; OutSaveFile *out; SaveGameHeader hdr; makeSavegameName(filename, slot, compat); if (!(out = _saveFileMan->openForSaving(filename))) return false; memcpy(hdr.name, _saveLoadName, sizeof(hdr.name)); hdr.type = MKID('SCVM'); hdr.size = 0; hdr.ver = TO_LE_32(CURRENT_VER); out->write(&hdr, sizeof(hdr)); Serializer ser(0, out, CURRENT_VER); saveOrLoad(&ser, CURRENT_VER); delete out; debug(1, "State saved as '%s'", filename); return true; } bool ScummEngine::loadState(int slot, bool compat) { char filename[256]; InSaveFile *in; int i, j; SaveGameHeader hdr; int sb, sh; byte *roomptr; makeSavegameName(filename, slot, compat); if (!(in = _saveFileMan->openForLoading(filename))) return false; in->read(&hdr, sizeof(hdr)); if (hdr.type != MKID('SCVM')) { warning("Invalid savegame '%s'", filename); 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. if (hdr.ver > CURRENT_VER) hdr.ver = SWAP_BYTES_32(hdr.ver); if (hdr.ver < VER(7) || hdr.ver > CURRENT_VER) { warning("Invalid version of '%s'", filename); delete in; return false; } // 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); memcpy(_saveLoadName, hdr.name, sizeof(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. // // Thusly, 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(); if (_imuseDigital) { _imuseDigital->stopAllSounds(); _imuseDigital->resetState(); } _sound->stopCD(); _sound->pauseSounds(true); CHECK_HEAP 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 (i = rtFirst; i <= rtLast; i++) if (i != rtTemp && i != rtBuffer && (i != rtSound || _saveSound || !compat)) for (j = 0; j < res.num[i]; j++) { res.nukeResource(i, j); res.flags[i][j] = 0; } initScummVars(); if (_features & GF_OLD_BUNDLE) loadCharset(0); // FIXME - HACK ? // // Now do the actual loading // Serializer ser(in, 0, hdr.ver); saveOrLoad(&ser, hdr.ver); delete in; // 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; if (hdr.ver < VER(33) && _version >= 7) { // For a long time, we didn't set these vars to default values. VAR(VAR_DEFAULT_TALK_DELAY) = 60; if (_version == 7) VAR(VAR_NUM_GLOBAL_OBJS) = _numGlobalObjects - 1; } if (_heversion == 70) { roomptr = getResourceAddress(rtRoom, _roomResource); const byte *ptr = findResourceData(MKID('REMP'), roomptr); if (ptr) { for (i = 0; i < 256; i++) _HEV7ActorPalette[i] = *ptr++; } else { for (i = 0; i < 256; i++) _HEV7ActorPalette[i] = i; } } if (hdr.ver < VER(30)) { // For a long time, we used incorrect location, causing it to default to zero. if (_version == 8) _scummVars[VAR_CHARINC] = (_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) && _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]; } // 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 (i = 1; i < res.num[rtScaleTable]; i++) { convertScaleTableToScaleSlot(i); } } // We could simply dirty colours 0-15 for 16-colour games -- nowadays // they handle their palette pretty much like the more recent games // anyway. There was a time, though, when re-initializing was necessary // for backwards compatibility, and it may still prove useful if we // ever add options for using different 16-colour palettes. if (_version == 1) { if (_gameId == GID_MANIAC) if (_features & GF_NES) setupNESPalette(); else setupV1ManiacPalette(); else setupV1ZakPalette(); } else if (_features & GF_16COLOR) { switch (_renderMode) { case Common::kRenderEGA: setupEGAPalette(); break; case Common::kRenderAmiga: setupAmigaPalette(); break; case Common::kRenderCGA: setupCGAPalette(); break; case Common::kRenderHercA: case Common::kRenderHercG: setupHercPalette(); break; default: if ((_features & GF_AMIGA) || (_features & GF_ATARI_ST)) setupAmigaPalette(); else setupEGAPalette(); } } else setDirtyColors(0, 255); if (hdr.ver < VER(35) && _gameId == GID_MANIAC && _version == 1) setupV1ActorTalkColor(); // Regenerate strip table (for V1/V2 games) roomptr = getResourceAddress(rtRoom, _roomResource); gdi.roomChanged(roomptr, _IM00_offs); if (!(_features & GF_NEW_CAMERA)) { camera._last.x = camera._cur.x; } sb = _screenB; sh = _screenH; // Restore the virtual screens and force a fade to black. initScreens(kMainVirtScreen, _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; _charset->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 (_version >= 7) VAR(VAR_VOICE_MODE) = ConfMan.getBool("subtitles"); CHECK_HEAP debug(1, "State loaded from '%s'", filename); _sound->pauseSounds(false); return true; } void ScummEngine::makeSavegameName(char *out, int slot, bool temporary) { sprintf(out, "%s.%c%.2d", _targetName.c_str(), temporary ? 'c' : 's', slot); } void ScummEngine::listSavegames(bool *marks, int num) { char prefix[256]; makeSavegameName(prefix, 99, false); prefix[strlen(prefix)-2] = 0; _saveFileMan->listSavefiles(prefix, marks, num); } bool ScummEngine::getSavegameName(int slot, char *desc) { char filename[256]; InSaveFile *in; SaveGameHeader hdr; int len; makeSavegameName(filename, slot, false); if (!(in = _saveFileMan->openForLoading(filename))) { strcpy(desc, ""); return false; } len = in->read(&hdr, sizeof(hdr)); delete in; if (len != sizeof(hdr) || hdr.type != MKID('SCVM')) { strcpy(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) { strcpy(desc, "Invalid version"); return false; } memcpy(desc, hdr.name, sizeof(hdr.name)); desc[sizeof(hdr.name) - 1] = 0; return true; } void ScummEngine::saveOrLoad(Serializer *s, uint32 savegameVersion) { 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() }; 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 *actorEntries = Actor::getSaveLoadEntries(); const SaveLoadEntry *soundEntries = _sound->getSaveLoadEntries(); 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)), MKLINE(ScummEngine, _roomWidth, sleUint16, VER(8)), MKLINE(ScummEngine, _roomHeight, sleUint16, VER(8)), MKLINE(ScummEngine, _ENCD_offs, sleUint32, VER(8)), MKLINE(ScummEngine, _EXCD_offs, sleUint32, VER(8)), MKLINE(ScummEngine, _IM00_offs, sleUint32, VER(8)), MKLINE(ScummEngine, _CLUT_offs, sleUint32, VER(8)), MK_OBSOLETE(ScummEngine, _EPAL_offs, sleUint32, VER(8), VER(9)), MKLINE(ScummEngine, _PALS_offs, sleUint32, VER(8)), 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)), MKARRAY(ScummEngine, _localScriptOffsets[0], sleUint32, _numLocalScripts, VER(8)), // 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 bytes MKARRAY_OLD(ScummEngine, _charsetData[0][0], sleByte, 10 * 16, VER(8), VER(9)), MKARRAY(ScummEngine, _charsetData[0][0], sleByte, 15 * 16, VER(10)), MKLINE(ScummEngine, _curExecScript, sleUint16, VER(8)), 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, _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)), 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)), MKLINE(ScummEngine, gdi._transparentColor, sleByte, VER(8)), MKARRAY(ScummEngine, _currentPalette[0], sleByte, 768, VER(8)), // 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)), 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, j; int var120Backup; int var98Backup; uint8 md5Backup[16]; // MD5 Operations: Backup on load, compare, and reset. if (s->isLoading()) memcpy(md5Backup, _gameMD5, 16); s->saveLoadEntries(this, mainEntries); // MD5 Operations: Backup on load, compare, and reset. if (s->isLoading()) if (memcmp(md5Backup, _gameMD5, 16) != 0) { warning("Game was saved with different gamedata - you may encounter problems."); memcpy(_gameMD5, md5Backup, 16); } if (s->isLoading() && savegameVersion < VER(14)) upgradeGfxUsageBits(); if (s->isLoading() && savegameVersion >= VER(20)) { updateCursor(); _system->warpMouse(_mouse.x, _mouse.y); } if (s->isLoading()) { // Not all actor data is saved; so when loading, we first reset // all actors, to ensure completely reproducible behaviour (else, // some not saved value in the actor class can cause odd things) for (i = 0; i < _numActors; i++) _actors[i].initActor(-1); } s->saveLoadArrayOf(_actors, _numActors, sizeof(_actors[0]), actorEntries); s->saveLoadEntries(_sound, soundEntries); if (savegameVersion < VER(9)) s->saveLoadArrayOf(vm.slot, 25, sizeof(vm.slot[0]), scriptSlotEntries); else if (savegameVersion < 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 (savegameVersion < 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; } } if (_features & GF_NES) if (savegameVersion < VER(47)) NES_loadCostumeSet(_NESCostumeSet = 0); else NES_loadCostumeSet(_NESCostumeSet); if (_heversion >= 90) { ((ScummEngine_v90he *)this)->saveOrLoadSpriteData(&*s, savegameVersion); } if (_heversion >= 71) { Wiz *wiz = &((ScummEngine_v70he *)this)->_wiz; s->saveLoadArrayOf(wiz->_polygons, ARRAYSIZE(wiz->_polygons), sizeof(wiz->_polygons[0]), polygonEntries); } s->saveLoadArrayOf(_objs, _numLocalObjects, sizeof(_objs[0]), objectEntries); if (s->isLoading() && savegameVersion < 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; } } 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 (savegameVersion >= VER(13)) s->saveLoadArrayOf(_scaleSlots, 20, sizeof(_scaleSlots[0]), scaleSlotsEntries); // Save all resource. int type, idx; if (savegameVersion >= 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++) { if (res.mode[type] != 1 && type != rtTemp && type != rtBuffer) { s->saveUint16(type); // Save the res type... for (idx = 0; idx < res.num[type]; idx++) { // Only save resources which actually exist... if (res.address[type][idx]) { 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 = s->loadUint16()) != 0xFFFF) { while ((idx = s->loadUint16()) != 0xFFFF) { assert(0 <= idx && idx < res.num[type]); 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++) if (res.mode[type] != 1 && 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 (_version < 6 && type == rtObjectName) continue; for (idx = 1; idx < res.num[type]; idx++) saveLoadResource(s, type, idx); } } 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); // _roomPalette didn't show up until V21 save games if (savegameVersion >= VER(21) && _version < 5) s->saveLoadArrayOf(_roomPalette, sizeof(_roomPalette), 1, sleByte); } // PalManip data was not saved before V10 save games if (savegameVersion < 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); } s->saveLoadArrayOf(_classData, _numGlobalObjects, sizeof(_classData[0]), sleUint32); var120Backup = _scummVars[120]; var98Backup = _scummVars[98]; if (savegameVersion > VER(37)) s->saveLoadArrayOf(_roomVars, _numRoomVariables, sizeof(_roomVars[0]), sleInt32); // The variables grew from 16 to 32 bit. if (savegameVersion < VER(15)) s->saveLoadArrayOf(_scummVars, _numVariables, sizeof(_scummVars[0]), sleInt16); else s->saveLoadArrayOf(_scummVars, _numVariables, sizeof(_scummVars[0]), sleInt32); if (_gameId == GID_TENTACLE) // Maybe misplaced, but that's the main idea _scummVars[120] = var120Backup; if (_gameId == GID_INDY4) _scummVars[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->saveUint16(j); } } s->saveByte(0xFF); } else { int r; while ((r = s->loadByte()) != 0xFF) { res.flags[r][s->loadUint16()] |= RF_LOCK; } } // Save/load Audio CD status if (savegameVersion >= VER(24)) { AudioCDManager::Status info; if (s->isSaving()) info = AudioCD.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 of audio CD // is used to provide ambient music (see bug #788195). if (s->isLoading() && info.playing && info.numLoops < 0) AudioCD.play(info.track, info.numLoops, info.start, info.duration); } if (_imuse && (_saveSound || !_saveTemporaryState)) { _imuse->save_or_load(s, this); } if (_imuseDigital) { _imuseDigital->saveOrLoad(s); } // This is probably only needed for Loom. saveOrLoadCursorImages(s); if (s->isLoading()) setupVolumes(); } void ScummEngine::saveLoadResource(Serializer *ser, int type, int idx) { byte *ptr; uint32 size; if (!res.mode[type]) { if (ser->isSaving()) { ptr = res.address[type][idx]; if (ptr == NULL) { ser->saveUint32(0); return; } size = ((MemBlkHeader *)ptr)->size; ser->saveUint32(size); ser->saveBytes(ptr + sizeof(MemBlkHeader), size); if (type == rtInventory) { ser->saveUint16(_inventory[idx]); } if (type == rtObjectName && ser->getVersion() >= VER(25)) { ser->saveUint16(_newNames[idx]); } } else { 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(); } } } } else if (res.mode[type] == 2 && ser->getVersion() >= VER(23)) { // Save/load only a list of resource numbers that need reloaded. if (ser->isSaving()) { ser->saveUint16(res.address[type][idx] ? 1 : 0); } else { if (ser->loadUint16()) ensureResourceLoaded(type, idx); } } } void ScummEngine::saveResource(Serializer *ser, int type, int idx) { assert(res.address[type][idx]); if (res.mode[type] == 0) { byte *ptr = res.address[type][idx]; uint32 size = ((MemBlkHeader *)ptr)->size; ser->saveUint32(size); ser->saveBytes(ptr + sizeof(MemBlkHeader), size); if (type == rtInventory) { ser->saveUint16(_inventory[idx]); } if (type == rtObjectName) { ser->saveUint16(_newNames[idx]); } } } void ScummEngine::loadResource(Serializer *ser, int type, int idx) { if (res.mode[type] == 0) { uint32 size = ser->loadUint32(); assert(size); res.createResource(type, idx, size); ser->loadBytes(getResourceAddress(type, idx), size); if (type == rtInventory) { _inventory[idx] = ser->loadUint16(); } if (type == rtObjectName) { _newNames[idx] = ser->loadUint16(); } } else if (res.mode[type] == 2) { ensureResourceLoaded(type, idx); } } 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) { 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("saveLoadArrayOf: 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("saveLoadArrayOf: 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("saveLoadArrayOf: 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("saveLoadArrayOf: 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 if (size == 0xFF) { // save reference void *ptr = *((void **)at); saveUint16(ptr ? ((*_save_ref) (_ref_me, type, ptr) + 1) : 0); } 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 if (size == 0xFF) { // load reference... int num = loadUint16(); // ...but only use it if it's still there in CURRENT_VER if (sle->maxVersion == CURRENT_VER) *((void **)at) = num ? (*_load_ref) (_ref_me, type, num - 1) : NULL; } 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