/* 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 "scumm/sound.h" #include "scumm/imuse.h" #include "actor.h" #include "config-file.h" #include "resource.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 = TO_LE_32(_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; } // 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 < VER_V7 || hdr.ver > _current_version) hdr.ver = SWAP_BYTES(hdr.ver); 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)); if (_imuseDigital) { _imuseDigital->stopAll(); } _sound->stopBundleMusic(); _sound->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, _realWidth, _realHeight); // Force a fade to black int old_screenEffectFlag = _screenEffectFlag; _screenEffectFlag = true; fadeOut(129); _screenEffectFlag = old_screenEffectFlag ? true : false; initScreens(0, sb, _realWidth, sh); _completeScreenRedraw = true; setDirtyColors(0, 255); _lastCodePtr = NULL; _drawObjectQueNr = 0; _verbMouseOver = 0; if (_features & GF_AFTER_V7) cameraMoved(); initBGBuffers(_scrHeight); if ((_features & GF_AUDIOTRACKS) && _vars[VAR_MI1_TIMER] > 0) _sound->startCDTimer(); CHECK_HEAP debug(1, "State loaded from '%s'", filename); _sound->pauseSounds(false); return true; } void Scumm::makeSavegameName(char *out, int slot, bool compatible) { const char *dir = getSavePath(); // 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) hdr.ver = TO_LE_32(hdr.ver); 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; } 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), // FIXME: see actor.h comment MKLINE(Actor, shadow_mode, sleByte), MKLINE(Actor, visible, sleByte), // FIXME - frame is never set and thus always 0! See actor.h comment 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), /* XXX Remove _EPAL_offs next time format changes */ 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), // Jamieson630: variables for palManipulate // TODO: Add these next time save game format changes. // MKLINE(Scumm, _palManipStart, sleByte), // MKLINE(Scumm, _palManipEnd, sleByte), // MKLINE(Scumm, _palManipCounter, sleUint16), 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), /* XXX Remove _EPAL_offs next time format changes */ 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), // Jamieson630: variables for palManipulate // TODO: Add these next time save game format changes. // MKLINE(Scumm, _palManipStart, sleByte), // MKLINE(Scumm, _palManipEnd, sleByte), // MKLINE(Scumm, _palManipCounter, sleUint16), 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, delayFrameCount, 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[] = { // TODO - It makes no sense to have all these t_* fields in StringTab // Rather let's dump them all when the save game format changes, and // keep two StringTab objects: one normal, and a "t_" one. // Then copying them can be done in one line etc. 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 (_mixer && !s->isSaving()) { if (_imuseDigital) { _imuseDigital->stopAll(); } else { _mixer->stopAll(); } } if (_current_version == VER_V9) s->saveLoadEntries(this, mainEntriesV9); else s->saveLoadEntries(this, mainEntriesV8); s->saveLoadArrayOf(_actors, NUM_ACTORS, sizeof(_actors[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); /* XXX: next time save game format changes, Fingolfin wants to revise StringTab - contact him */ 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); _palManipCounter = 0; // TODO: Remove this once it's being loaded from disk if (_palManipCounter) { if (!_palManipPalette) _palManipPalette = (byte *)calloc(0x300, 1); if (!_palManipIntermediatePal) _palManipPalette = (byte *)calloc(0x300, 1); s->saveLoadArrayOf(_palManipPalette, 0x300, 1, sleByte); s->saveLoadArrayOf(_palManipIntermediatePal, 0x600, 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->saveBytes(ptr + sizeof(MemBlkHeader), size); if (type == rtInventory) { ser->saveWord(_inventory[idx]); } } else { size = ser->loadUint32(); if (size) { createResource(type, idx, size); ser->loadBytes(getResourceAddress(type, idx), size); if (type == rtInventory) { _inventory[idx] = ser->loadWord(); } } } } void Serializer::saveBytes(void *b, int len) { _saveLoadStream.fwrite(b, 1, len); } void Serializer::loadBytes(void *b, int len) { _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); saveBytes(&e, 4); } void Serializer::saveWord(uint16 d) { uint16 e = FROM_LE_16(d); saveBytes(&e, 2); } void Serializer::saveByte(byte b) { saveBytes(&b, 1); } uint32 Serializer::loadUint32() { uint32 e; loadBytes(&e, 4); return FROM_LE_32(e); } uint16 Serializer::loadWord() { uint16 e; loadBytes(&e, 2); return FROM_LE_16(e); } byte Serializer::loadByte() { byte e; loadBytes(&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) { if (isSaving()) saveBytes(b, len); else loadBytes(b, len); return; } while (--len >= 0) { if (isSaving()) { /* 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 (isSaving()) { /* 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++; } }