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|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/savefile.h"
#include "common/stream.h"
#include "common/system.h"
#include "common/func.h"
#include "common/serializer.h"
#include "graphics/thumbnail.h"
#include "sci/sci.h"
#include "sci/event.h"
#include "sci/engine/features.h"
#include "sci/engine/kernel.h"
#include "sci/engine/state.h"
#include "sci/engine/message.h"
#include "sci/engine/savegame.h"
#include "sci/engine/selector.h"
#include "sci/engine/vm_types.h"
#include "sci/engine/script.h" // for SCI_OBJ_EXPORTS and SCI_OBJ_SYNONYMS
#include "sci/graphics/helpers.h"
#include "sci/graphics/menu.h"
#include "sci/graphics/palette.h"
#include "sci/graphics/ports.h"
#include "sci/graphics/screen.h"
#include "sci/parser/vocabulary.h"
#include "sci/sound/audio.h"
#include "sci/sound/music.h"
#ifdef ENABLE_SCI32
#include "sci/graphics/frameout.h"
#include "sci/graphics/palette32.h"
#include "sci/graphics/remap32.h"
#endif
namespace Sci {
#define VER(x) Common::Serializer::Version(x)
#pragma mark -
// These are serialization functions for various objects.
void syncWithSerializer(Common::Serializer &s, Common::Serializable &obj) {
obj.saveLoadWithSerializer(s);
}
// FIXME: Object could implement Serializable to make use of the function
// above.
void syncWithSerializer(Common::Serializer &s, Object &obj) {
obj.saveLoadWithSerializer(s);
}
void syncWithSerializer(Common::Serializer &s, reg_t &obj) {
// Segment and offset are accessed directly here
s.syncAsUint16LE(obj._segment);
s.syncAsUint16LE(obj._offset);
}
void syncWithSerializer(Common::Serializer &s, synonym_t &obj) {
s.syncAsUint16LE(obj.replaceant);
s.syncAsUint16LE(obj.replacement);
}
void syncWithSerializer(Common::Serializer &s, Class &obj) {
s.syncAsSint32LE(obj.script);
syncWithSerializer(s, obj.reg);
}
void syncWithSerializer(Common::Serializer &s, List &obj) {
syncWithSerializer(s, obj.first);
syncWithSerializer(s, obj.last);
}
void syncWithSerializer(Common::Serializer &s, Node &obj) {
syncWithSerializer(s, obj.pred);
syncWithSerializer(s, obj.succ);
syncWithSerializer(s, obj.key);
syncWithSerializer(s, obj.value);
}
#ifdef ENABLE_SCI32
void syncWithSerializer(Common::Serializer &s, SciArray<reg_t> &obj) {
byte type = 0;
uint32 size = 0;
if (s.isSaving()) {
type = (byte)obj.getType();
size = obj.getSize();
}
s.syncAsByte(type);
s.syncAsUint32LE(size);
if (s.isLoading()) {
obj.setType((int8)type);
// HACK: Skip arrays that have a negative type
if ((int8)type < 0)
return;
obj.setSize(size);
}
for (uint32 i = 0; i < size; i++) {
reg_t value;
if (s.isSaving())
value = obj.getValue(i);
syncWithSerializer(s, value);
if (s.isLoading())
obj.setValue(i, value);
}
}
void syncWithSerializer(Common::Serializer &s, SciString &obj) {
uint32 size = 0;
if (s.isSaving()) {
size = obj.getSize();
s.syncAsUint32LE(size);
} else {
s.syncAsUint32LE(size);
obj.setSize(size);
}
for (uint32 i = 0; i < size; i++) {
char value = 0;
if (s.isSaving())
value = obj.getValue(i);
s.syncAsByte(value);
if (s.isLoading())
obj.setValue(i, value);
}
}
#endif
#pragma mark -
// By default, sync using syncWithSerializer, which in turn can easily be overloaded.
template<typename T>
struct DefaultSyncer : Common::BinaryFunction<Common::Serializer, T, void> {
void operator()(Common::Serializer &s, T &obj) const {
syncWithSerializer(s, obj);
}
};
// Syncer for entries in a segment obj table
template<typename T>
struct SegmentObjTableEntrySyncer : Common::BinaryFunction<Common::Serializer, typename T::Entry &, void> {
void operator()(Common::Serializer &s, typename T::Entry &entry) const {
s.syncAsSint32LE(entry.next_free);
syncWithSerializer(s, entry.data);
}
};
/**
* Sync a Common::Array using a Common::Serializer.
* When saving, this writes the length of the array, then syncs (writes) all entries.
* When loading, it loads the length of the array, then resizes it accordingly, before
* syncing all entries.
*
* Note: This shouldn't be in common/array.h nor in common/serializer.h, after
* all, not all code using arrays wants to use the serializer, and vice versa.
* But we could put this into a separate header file in common/ at some point.
* Something like common/serializer-extras.h or so.
*
* TODO: Add something like this for lists, queues....
*/
template<typename T, class Syncer = DefaultSyncer<T> >
struct ArraySyncer : Common::BinaryFunction<Common::Serializer, T, void> {
void operator()(Common::Serializer &s, Common::Array<T> &arr) const {
uint len = arr.size();
s.syncAsUint32LE(len);
Syncer sync;
// Resize the array if loading.
if (s.isLoading())
arr.resize(len);
typename Common::Array<T>::iterator i;
for (i = arr.begin(); i != arr.end(); ++i) {
sync(s, *i);
}
}
};
// Convenience wrapper
template<typename T>
void syncArray(Common::Serializer &s, Common::Array<T> &arr) {
ArraySyncer<T> sync;
sync(s, arr);
}
template<typename T, class Syncer>
void syncArray(Common::Serializer &s, Common::Array<T> &arr) {
ArraySyncer<T, Syncer> sync;
sync(s, arr);
}
void SegManager::saveLoadWithSerializer(Common::Serializer &s) {
if (s.isLoading()) {
resetSegMan();
// Reset _scriptSegMap, to be restored below
_scriptSegMap.clear();
}
s.skip(4, VER(14), VER(18)); // OBSOLETE: Used to be _exportsAreWide
uint sync_heap_size = _heap.size();
s.syncAsUint32LE(sync_heap_size);
_heap.resize(sync_heap_size);
for (uint i = 0; i < sync_heap_size; ++i) {
SegmentObj *&mobj = _heap[i];
// Sync the segment type
SegmentType type = (s.isSaving() && mobj) ? mobj->getType() : SEG_TYPE_INVALID;
s.syncAsUint32LE(type);
if (type == SEG_TYPE_HUNK) {
// Don't save or load HunkTable segments
continue;
} else if (type == SEG_TYPE_INVALID) {
// If we were saving and mobj == 0, or if we are loading and this is an
// entry marked as empty -> skip to next
continue;
} else if (type == 5) {
// Don't save or load the obsolete system string segments
if (s.isSaving()) {
continue;
} else {
// Old saved game. Skip the data.
Common::String tmp;
for (int j = 0; j < 4; j++) {
s.syncString(tmp); // OBSOLETE: name
s.skip(4); // OBSOLETE: maxSize
s.syncString(tmp); // OBSOLETE: value
}
_heap[i] = NULL; // set as freed
continue;
}
#ifdef ENABLE_SCI32
} else if (type == SEG_TYPE_ARRAY) {
// Set the correct segment for SCI32 arrays
_arraysSegId = i;
} else if (type == SEG_TYPE_STRING) {
// Set the correct segment for SCI32 strings
_stringSegId = i;
#endif
}
if (s.isLoading())
mobj = SegmentObj::createSegmentObj(type);
assert(mobj);
// Let the object sync custom data. Scripts are loaded at this point.
mobj->saveLoadWithSerializer(s);
if (type == SEG_TYPE_SCRIPT) {
Script *scr = (Script *)mobj;
// If we are loading a script, perform some extra steps
if (s.isLoading()) {
// Hook the script up in the script->segment map
_scriptSegMap[scr->getScriptNumber()] = i;
ObjMap objects = scr->getObjectMap();
for (ObjMap::iterator it = objects.begin(); it != objects.end(); ++it)
it->_value.syncBaseObject(scr->getBuf(it->_value.getPos().getOffset()));
}
// Sync the script's string heap
if (s.getVersion() >= 28)
scr->syncStringHeap(s);
}
}
s.syncAsSint32LE(_clonesSegId);
s.syncAsSint32LE(_listsSegId);
s.syncAsSint32LE(_nodesSegId);
syncArray<Class>(s, _classTable);
// Now that all scripts are loaded, init their objects.
// Just like in Script::initializeObjectsSci0, we do two passes
// in case an object is loaded before its base.
int passes = getSciVersion() < SCI_VERSION_1_1 ? 2 : 1;
for (int pass = 1; pass <= passes; ++pass) {
for (uint i = 0; i < _heap.size(); i++) {
if (!_heap[i] || _heap[i]->getType() != SEG_TYPE_SCRIPT)
continue;
Script *scr = (Script *)_heap[i];
scr->syncLocalsBlock(this);
ObjMap objects = scr->getObjectMap();
for (ObjMap::iterator it = objects.begin(); it != objects.end(); ++it) {
reg_t addr = it->_value.getPos();
Object *obj = scr->scriptObjInit(addr, false);
if (pass == 2) {
if (!obj->initBaseObject(this, addr, false)) {
// TODO/FIXME: This should not be happening at all. It might indicate a possible issue
// with the garbage collector. It happens for example in LSL5 (German, perhaps English too).
warning("Failed to locate base object for object at %04X:%04X; skipping", PRINT_REG(addr));
objects.erase(addr.toUint16());
}
}
}
}
}
}
static void sync_SavegameMetadata(Common::Serializer &s, SavegameMetadata &obj) {
s.syncString(obj.name);
s.syncVersion(CURRENT_SAVEGAME_VERSION);
obj.version = s.getVersion();
s.syncString(obj.gameVersion);
s.syncAsSint32LE(obj.saveDate);
s.syncAsSint32LE(obj.saveTime);
if (s.getVersion() < 22) {
obj.gameObjectOffset = 0;
obj.script0Size = 0;
} else {
s.syncAsUint16LE(obj.gameObjectOffset);
s.syncAsUint16LE(obj.script0Size);
}
// Playtime
obj.playTime = 0;
if (s.isLoading()) {
if (s.getVersion() >= 26)
s.syncAsUint32LE(obj.playTime);
} else {
if (s.getVersion() >= 34) {
obj.playTime = g_sci->getTickCount();
} else {
obj.playTime = g_engine->getTotalPlayTime() / 1000;
}
s.syncAsUint32LE(obj.playTime);
}
}
void EngineState::saveLoadWithSerializer(Common::Serializer &s) {
Common::String tmp;
s.syncString(tmp, VER(14), VER(23)); // OBSOLETE: Used to be gameVersion
if (getSciVersion() <= SCI_VERSION_1_1) {
// Save/Load picPort as well for SCI0-SCI1.1. Necessary for Castle of Dr. Brain,
// as the picPort has been changed when loading during the intro
int16 picPortTop, picPortLeft;
Common::Rect picPortRect;
if (s.isSaving())
picPortRect = g_sci->_gfxPorts->kernelGetPicWindow(picPortTop, picPortLeft);
s.syncAsSint16LE(picPortRect.top);
s.syncAsSint16LE(picPortRect.left);
s.syncAsSint16LE(picPortRect.bottom);
s.syncAsSint16LE(picPortRect.right);
s.syncAsSint16LE(picPortTop);
s.syncAsSint16LE(picPortLeft);
if (s.isLoading())
g_sci->_gfxPorts->kernelSetPicWindow(picPortRect, picPortTop, picPortLeft, false);
}
_segMan->saveLoadWithSerializer(s);
g_sci->_soundCmd->syncPlayList(s);
// NOTE: This will be GfxPalette32 for SCI32 engine games
g_sci->_gfxPalette16->saveLoadWithSerializer(s);
}
void Vocabulary::saveLoadWithSerializer(Common::Serializer &s) {
syncArray<synonym_t>(s, _synonyms);
}
void LocalVariables::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(script_id);
syncArray<reg_t>(s, _locals);
}
void Object::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(_flags);
syncWithSerializer(s, _pos);
s.syncAsSint32LE(_methodCount); // that's actually a uint16
syncArray<reg_t>(s, _variables);
}
template<typename T>
void sync_Table(Common::Serializer &s, T &obj) {
s.syncAsSint32LE(obj.first_free);
s.syncAsSint32LE(obj.entries_used);
syncArray<typename T::Entry, SegmentObjTableEntrySyncer<T> >(s, obj._table);
}
void CloneTable::saveLoadWithSerializer(Common::Serializer &s) {
sync_Table<CloneTable>(s, *this);
}
void NodeTable::saveLoadWithSerializer(Common::Serializer &s) {
sync_Table<NodeTable>(s, *this);
}
void ListTable::saveLoadWithSerializer(Common::Serializer &s) {
sync_Table<ListTable>(s, *this);
}
void HunkTable::saveLoadWithSerializer(Common::Serializer &s) {
// Do nothing, hunk tables are not actually saved nor loaded.
}
void Script::syncStringHeap(Common::Serializer &s) {
if (getSciVersion() < SCI_VERSION_1_1) {
// Sync all of the SCI_OBJ_STRINGS blocks
byte *buf = _buf;
bool oldScriptHeader = (getSciVersion() == SCI_VERSION_0_EARLY);
if (oldScriptHeader)
buf += 2;
do {
int blockType = READ_LE_UINT16(buf);
int blockSize;
if (blockType == 0)
break;
blockSize = READ_LE_UINT16(buf + 2);
assert(blockSize > 0);
if (blockType == SCI_OBJ_STRINGS)
s.syncBytes(buf, blockSize);
buf += blockSize;
if (_buf - buf == 0)
break;
} while (1);
} else if (getSciVersion() >= SCI_VERSION_1_1 && getSciVersion() <= SCI_VERSION_2_1_LATE){
// Strings in SCI1.1 come after the object instances
byte *buf = _heapStart + 4 + READ_SCI11ENDIAN_UINT16(_heapStart + 2) * 2;
// Skip all of the objects
while (READ_SCI11ENDIAN_UINT16(buf) == SCRIPT_OBJECT_MAGIC_NUMBER)
buf += READ_SCI11ENDIAN_UINT16(buf + 2) * 2;
// Now, sync everything till the end of the buffer
s.syncBytes(buf, _heapSize - (buf - _heapStart));
} else if (getSciVersion() == SCI_VERSION_3) {
warning("TODO: syncStringHeap(): Implement SCI3 variant");
}
}
void Script::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(_nr);
if (s.isLoading())
load(_nr, g_sci->getResMan(), g_sci->getScriptPatcher());
s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _bufSize
s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _scriptSize
s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _heapSize
s.skip(4, VER(14), VER(19)); // OBSOLETE: Used to be _numExports
s.skip(4, VER(14), VER(19)); // OBSOLETE: Used to be _numSynonyms
s.syncAsSint32LE(_lockers);
// Sync _objects. This is a hashmap, and we use the following on disk format:
// First we store the number of items in the hashmap, then we store each
// object (which is an 'Object' instance). For loading, we take advantage
// of the fact that the key of each Object obj is just obj._pos.offset !
// By "chance" this format is identical to the format used to sync Common::Array<>,
// hence we can still old savegames with identical code :).
uint numObjs = _objects.size();
s.syncAsUint32LE(numObjs);
if (s.isLoading()) {
_objects.clear();
Object tmp;
for (uint i = 0; i < numObjs; ++i) {
syncWithSerializer(s, tmp);
_objects[tmp.getPos().getOffset()] = tmp;
}
} else {
ObjMap::iterator it;
const ObjMap::iterator end = _objects.end();
for (it = _objects.begin(); it != end; ++it) {
syncWithSerializer(s, it->_value);
}
}
s.skip(4, VER(14), VER(20)); // OBSOLETE: Used to be _localsOffset
s.syncAsSint32LE(_localsSegment);
s.syncAsSint32LE(_markedAsDeleted);
}
void DynMem::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsSint32LE(_size);
s.syncString(_description);
if (!_buf && _size) {
_buf = (byte *)calloc(_size, 1);
}
if (_size)
s.syncBytes(_buf, _size);
}
void DataStack::saveLoadWithSerializer(Common::Serializer &s) {
s.syncAsUint32LE(_capacity);
if (s.isLoading()) {
free(_entries);
_entries = (reg_t *)calloc(_capacity, sizeof(reg_t));
}
}
#pragma mark -
void SciMusic::saveLoadWithSerializer(Common::Serializer &s) {
// Sync song lib data. When loading, the actual song lib will be initialized
// afterwards in gamestate_restore()
int songcount = 0;
byte masterVolume = soundGetMasterVolume();
byte reverb = _pMidiDrv->getReverb();
if (s.isSaving()) {
s.syncAsByte(_soundOn);
s.syncAsByte(masterVolume);
s.syncAsByte(reverb, VER(17));
} else if (s.isLoading()) {
if (s.getVersion() >= 15) {
s.syncAsByte(_soundOn);
s.syncAsByte(masterVolume);
reverb = 0;
s.syncAsByte(reverb, VER(17));
} else {
_soundOn = true;
masterVolume = 15;
reverb = 0;
}
soundSetSoundOn(_soundOn);
soundSetMasterVolume(masterVolume);
setGlobalReverb(reverb);
}
if (s.isSaving())
songcount = _playList.size();
s.syncAsUint32LE(songcount);
if (s.isLoading())
clearPlayList();
Common::StackLock lock(_mutex);
if (s.isLoading()) {
for (int i = 0; i < songcount; i++) {
MusicEntry *curSong = new MusicEntry();
curSong->saveLoadWithSerializer(s);
_playList.push_back(curSong);
}
} else {
for (int i = 0; i < songcount; i++) {
_playList[i]->saveLoadWithSerializer(s);
}
}
}
void MusicEntry::saveLoadWithSerializer(Common::Serializer &s) {
syncWithSerializer(s, soundObj);
s.syncAsSint16LE(resourceId);
s.syncAsSint16LE(dataInc);
s.syncAsSint16LE(ticker);
s.syncAsSint16LE(signal, VER(17));
if (s.getVersion() >= 31) // FE sound/music.h -> priority
s.syncAsSint16LE(priority);
else
s.syncAsByte(priority);
s.syncAsSint16LE(loop, VER(17));
s.syncAsByte(volume);
s.syncAsByte(hold, VER(17));
s.syncAsByte(fadeTo);
s.syncAsSint16LE(fadeStep);
s.syncAsSint32LE(fadeTicker);
s.syncAsSint32LE(fadeTickerStep);
s.syncAsByte(status);
if (s.getVersion() >= 32)
s.syncAsByte(playBed);
else if (s.isLoading())
playBed = false;
if (s.getVersion() >= 33)
s.syncAsByte(overridePriority);
else if (s.isLoading())
overridePriority = false;
// pMidiParser and pStreamAud will be initialized when the
// sound list is reconstructed in gamestate_restore()
if (s.isLoading()) {
soundRes = 0;
pMidiParser = 0;
pStreamAud = 0;
reverb = -1; // invalid reverb, will be initialized in processInitSound()
}
}
void SoundCommandParser::syncPlayList(Common::Serializer &s) {
_music->saveLoadWithSerializer(s);
}
void SoundCommandParser::reconstructPlayList() {
Common::StackLock lock(_music->_mutex);
// We store all songs here because starting songs may re-shuffle their order
MusicList songs;
for (MusicList::iterator i = _music->getPlayListStart(); i != _music->getPlayListEnd(); ++i)
songs.push_back(*i);
for (MusicList::iterator i = songs.begin(); i != songs.end(); ++i) {
initSoundResource(*i);
if ((*i)->status == kSoundPlaying) {
// WORKAROUND: PQ3 (German?) scripts can set volume negative in the
// sound object directly without going through DoSound.
// Since we re-read this selector when re-playing the sound after loading,
// this will lead to unexpected behaviour. As a workaround we
// sync the sound object's selectors here. (See bug #5501)
writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(loop), (*i)->loop);
writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(priority), (*i)->priority);
if (_soundVersion >= SCI_VERSION_1_EARLY)
writeSelectorValue(_segMan, (*i)->soundObj, SELECTOR(vol), (*i)->volume);
processPlaySound((*i)->soundObj, (*i)->playBed);
}
}
}
#ifdef ENABLE_SCI32
void ArrayTable::saveLoadWithSerializer(Common::Serializer &ser) {
if (ser.getVersion() < 18)
return;
sync_Table<ArrayTable>(ser, *this);
}
void StringTable::saveLoadWithSerializer(Common::Serializer &ser) {
if (ser.getVersion() < 18)
return;
sync_Table<StringTable>(ser, *this);
}
#endif
void GfxPalette::palVarySaveLoadPalette(Common::Serializer &s, Palette *palette) {
s.syncBytes(palette->mapping, 256);
s.syncAsUint32LE(palette->timestamp);
for (int i = 0; i < 256; i++) {
s.syncAsByte(palette->colors[i].used);
s.syncAsByte(palette->colors[i].r);
s.syncAsByte(palette->colors[i].g);
s.syncAsByte(palette->colors[i].b);
}
s.syncBytes(palette->intensity, 256);
}
void GfxPalette::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() >= 25) {
// We need to save intensity of the _sysPalette at least for kq6 when entering the dark cave (room 390)
// from room 340. scripts will set intensity to 60 for this room and restore them when leaving.
// Sierra SCI is also doing this (although obviously not for SCI0->SCI01 games, still it doesn't hurt
// to save it everywhere). Refer to bug #3072868
s.syncBytes(_sysPalette.intensity, 256);
}
if (s.getVersion() >= 24) {
if (s.isLoading() && _palVaryResourceId != -1)
palVaryRemoveTimer();
s.syncAsSint32LE(_palVaryResourceId);
if (_palVaryResourceId != -1) {
palVarySaveLoadPalette(s, &_palVaryOriginPalette);
palVarySaveLoadPalette(s, &_palVaryTargetPalette);
s.syncAsSint16LE(_palVaryStep);
s.syncAsSint16LE(_palVaryStepStop);
s.syncAsSint16LE(_palVaryDirection);
s.syncAsUint16LE(_palVaryTicks);
s.syncAsSint32LE(_palVaryPaused);
}
_palVarySignal = 0;
if (s.isLoading() && _palVaryResourceId != -1) {
palVaryInstallTimer();
}
}
}
#ifdef ENABLE_SCI32
void saveLoadPalette32(Common::Serializer &s, Palette *const palette) {
s.syncAsUint32LE(palette->timestamp);
for (int i = 0; i < ARRAYSIZE(palette->colors); ++i) {
s.syncAsByte(palette->colors[i].used);
s.syncAsByte(palette->colors[i].r);
s.syncAsByte(palette->colors[i].g);
s.syncAsByte(palette->colors[i].b);
}
}
void saveLoadOptionalPalette32(Common::Serializer &s, Palette **const palette) {
bool hasPalette;
if (s.isSaving()) {
hasPalette = (*palette != nullptr);
}
s.syncAsByte(hasPalette);
if (hasPalette) {
if (s.isLoading()) {
*palette = new Palette;
}
saveLoadPalette32(s, *palette);
}
}
void GfxPalette32::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() < 34) {
return;
}
if (s.isLoading()) {
++_version;
}
s.syncAsSint16LE(_varyDirection);
s.syncAsSint16LE(_varyPercent);
s.syncAsSint16LE(_varyTargetPercent);
s.syncAsSint16LE(_varyFromColor);
s.syncAsSint16LE(_varyToColor);
s.syncAsUint16LE(_varyNumTimesPaused);
s.syncAsByte(_versionUpdated);
s.syncAsSint32LE(_varyTime);
s.syncAsUint32LE(_varyLastTick);
for (int i = 0; i < ARRAYSIZE(_fadeTable); ++i) {
s.syncAsByte(_fadeTable[i]);
}
for (int i = 0; i < ARRAYSIZE(_cycleMap); ++i) {
s.syncAsByte(_cycleMap[i]);
}
saveLoadOptionalPalette32(s, &_varyTargetPalette);
saveLoadOptionalPalette32(s, &_varyStartPalette);
// NOTE: _sourcePalette and _nextPalette are not saved
// by SCI engine
for (int i = 0; i < ARRAYSIZE(_cyclers); ++i) {
PalCycler *cycler = nullptr;
bool hasCycler;
if (s.isSaving()) {
cycler = _cyclers[i];
hasCycler = (cycler != nullptr);
}
s.syncAsByte(hasCycler);
if (hasCycler) {
if (s.isLoading()) {
_cyclers[i] = cycler = new PalCycler;
}
s.syncAsByte(cycler->fromColor);
s.syncAsUint16LE(cycler->numColorsToCycle);
s.syncAsByte(cycler->currentCycle);
s.syncAsByte(cycler->direction);
s.syncAsUint32LE(cycler->lastUpdateTick);
s.syncAsSint16LE(cycler->delay);
s.syncAsUint16LE(cycler->numTimesPaused);
}
}
}
void GfxRemap32::saveLoadWithSerializer(Common::Serializer &s) {
if (s.getVersion() < 35) {
return;
}
s.syncAsByte(_numActiveRemaps);
s.syncAsByte(_blockedRangeStart);
s.syncAsSint16LE(_blockedRangeCount);
for (uint i = 0; i < _remaps.size(); ++i) {
SingleRemap &singleRemap = _remaps[i];
s.syncAsByte(singleRemap._type);
if (s.isLoading() && singleRemap._type != kRemapNone) {
singleRemap.reset();
}
s.syncAsByte(singleRemap._from);
s.syncAsByte(singleRemap._to);
s.syncAsByte(singleRemap._delta);
s.syncAsByte(singleRemap._percent);
s.syncAsByte(singleRemap._gray);
}
if (s.isLoading()) {
_needsUpdate = true;
}
}
#endif
void GfxPorts::saveLoadWithSerializer(Common::Serializer &s) {
// reset() is called directly way earlier in gamestate_restore()
if (s.getVersion() >= 27) {
uint windowCount = 0;
uint id = PORTS_FIRSTSCRIPTWINDOWID;
if (s.isSaving()) {
while (id < _windowsById.size()) {
if (_windowsById[id])
windowCount++;
id++;
}
}
// Save/Restore window count
s.syncAsUint32LE(windowCount);
if (s.isSaving()) {
id = PORTS_FIRSTSCRIPTWINDOWID;
while (id < _windowsById.size()) {
if (_windowsById[id]) {
Window *window = (Window *)_windowsById[id];
window->saveLoadWithSerializer(s);
}
id++;
}
} else {
id = PORTS_FIRSTSCRIPTWINDOWID;
while (windowCount) {
Window *window = new Window(0);
window->saveLoadWithSerializer(s);
// add enough entries inside _windowsById as needed
while (id <= window->id) {
_windowsById.push_back(0);
id++;
}
_windowsById[window->id] = window;
// _windowList may not be 100% correct using that way of restoring
// saving/restoring ports won't work perfectly anyway, because the contents
// of the window can only get repainted by the scripts and they dont do that
// so we will get empty, transparent windows instead. So perfect window order
// shouldn't really matter
if (window->counterTillFree) {
_freeCounter++;
} else {
// we don't put the saved script windows into _windowList[], so that they aren't used
// by kernel functions. This is important and would cause issues otherwise.
// see Conquests of Camelot - bug #6744 - when saving on the map screen (room 103),
// restoring would result in a black window in place
// where the area name was displayed before
// In Sierra's SCI the behaviour is identical to us
// Sierra's SCI won't show those windows after restoring
// If this should cause issues in another game, we would have to add a flag to simply
// avoid any drawing operations for such windows
// We still have to restore script windows, because for example Conquests of Camelot
// will immediately delete windows, that were created before saving the game.
}
windowCount--;
}
}
}
}
void SegManager::reconstructStack(EngineState *s) {
DataStack *stack = (DataStack *)(_heap[findSegmentByType(SEG_TYPE_STACK)]);
s->stack_base = stack->_entries;
s->stack_top = s->stack_base + stack->_capacity;
}
void SegManager::reconstructClones() {
for (uint i = 0; i < _heap.size(); i++) {
SegmentObj *mobj = _heap[i];
if (mobj && mobj->getType() == SEG_TYPE_CLONES) {
CloneTable *ct = (CloneTable *)mobj;
for (uint j = 0; j < ct->_table.size(); j++) {
// Check if the clone entry is used
uint entryNum = (uint)ct->first_free;
bool isUsed = true;
while (entryNum != ((uint) CloneTable::HEAPENTRY_INVALID)) {
if (entryNum == j) {
isUsed = false;
break;
}
entryNum = ct->_table[entryNum].next_free;
}
if (!isUsed)
continue;
CloneTable::value_type &seeker = ct->at(j);
const Object *baseObj = getObject(seeker.getSpeciesSelector());
seeker.cloneFromObject(baseObj);
if (!baseObj) {
// Can happen when loading some KQ6 savegames
warning("Clone entry without a base class: %d", j);
}
} // end for
} // end if
} // end for
}
#pragma mark -
bool gamestate_save(EngineState *s, Common::WriteStream *fh, const Common::String &savename, const Common::String &version) {
TimeDate curTime;
g_system->getTimeAndDate(curTime);
SavegameMetadata meta;
meta.version = CURRENT_SAVEGAME_VERSION;
meta.name = savename;
meta.gameVersion = version;
meta.saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
meta.saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
Resource *script0 = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 0), false);
meta.script0Size = script0->size;
meta.gameObjectOffset = g_sci->getGameObject().getOffset();
// Checking here again
if (s->executionStackBase) {
warning("Cannot save from below kernel function");
return false;
}
Common::Serializer ser(0, fh);
sync_SavegameMetadata(ser, meta);
Graphics::saveThumbnail(*fh);
s->saveLoadWithSerializer(ser); // FIXME: Error handling?
if (g_sci->_gfxPorts)
g_sci->_gfxPorts->saveLoadWithSerializer(ser);
Vocabulary *voc = g_sci->getVocabulary();
if (voc)
voc->saveLoadWithSerializer(ser);
// TODO: SSCI (at least JonesCD, presumably more) also stores the Menu state
return true;
}
extern void showScummVMDialog(const Common::String &message);
void gamestate_delayedrestore(EngineState *s) {
int savegameId = s->_delayedRestoreGameId; // delayedRestoreGameId gets destroyed within gamestate_restore()!
Common::String fileName = g_sci->getSavegameName(savegameId);
Common::SeekableReadStream *in = g_sci->getSaveFileManager()->openForLoading(fileName);
if (in) {
// found a savegame file
gamestate_restore(s, in);
delete in;
if (s->r_acc != make_reg(0, 1)) {
gamestate_afterRestoreFixUp(s, savegameId);
return;
}
}
error("Restoring gamestate '%s' failed", fileName.c_str());
}
void gamestate_afterRestoreFixUp(EngineState *s, int savegameId) {
switch (g_sci->getGameId()) {
case GID_MOTHERGOOSE:
// WORKAROUND: Mother Goose SCI0
// Script 200 / rm200::newRoom will set global C5h directly right after creating a child to the
// current number of children plus 1.
// We can't trust that global, that's why we set the actual savedgame id right here directly after
// restoring a saved game.
// If we didn't, the game would always save to a new slot
s->variables[VAR_GLOBAL][0xC5].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
break;
case GID_MOTHERGOOSE256:
// WORKAROUND: Mother Goose SCI1/SCI1.1 does some weird things for
// saving a previously restored game.
// We set the current savedgame-id directly and remove the script
// code concerning this via script patch.
s->variables[VAR_GLOBAL][0xB3].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
break;
case GID_JONES:
// HACK: The code that enables certain menu items isn't called when a game is restored from the
// launcher, or the "Restore game" option in the game's main menu - bugs #6537 and #6723.
// These menu entries are disabled when the game is launched, and are enabled when a new game is
// started. The code for enabling these entries is is all in script 1, room1::init, but that code
// path is never followed in these two cases (restoring game from the menu, or restoring a game
// from the ScummVM launcher). Thus, we perform the calls to enable the menus ourselves here.
// These two are needed when restoring from the launcher
// FIXME: The original interpreter saves and restores the menu state, so these attributes
// are automatically reset there. We may want to do the same.
g_sci->_gfxMenu->kernelSetAttribute(257 >> 8, 257 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Sierra -> About Jones
g_sci->_gfxMenu->kernelSetAttribute(258 >> 8, 258 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Sierra -> Help
// The rest are normally enabled from room1::init
g_sci->_gfxMenu->kernelSetAttribute(769 >> 8, 769 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Options -> Delete current player
g_sci->_gfxMenu->kernelSetAttribute(513 >> 8, 513 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Save Game
g_sci->_gfxMenu->kernelSetAttribute(515 >> 8, 515 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Restore Game
g_sci->_gfxMenu->kernelSetAttribute(1025 >> 8, 1025 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Status -> Statistics
g_sci->_gfxMenu->kernelSetAttribute(1026 >> 8, 1026 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Status -> Goals
break;
case GID_KQ6:
if (g_sci->isCD()) {
// WORKAROUND:
// For the CD version of King's Quest 6, set global depending on current hires/lowres state
// The game sets a global at the start depending on it and some things check that global
// instead of checking platform like for example the game action menu.
// This never happened in the original interpreter, because the original DOS interpreter
// was only capable of lowres graphics and the original Windows 3.11 interpreter was only capable
// of hires graphics. Saved games were not compatible between those two.
// Which means saving during lowres mode, then going into hires mode and restoring that saved game,
// will result in some graphics being incorrect (lowres).
// That's why we are setting the global after restoring a saved game depending on hires/lowres state.
// The CD demo of KQ6 does the same and uses the exact same global.
if ((g_sci->getPlatform() == Common::kPlatformWindows) || (g_sci->forceHiresGraphics())) {
s->variables[VAR_GLOBAL][0xA9].setOffset(1);
} else {
s->variables[VAR_GLOBAL][0xA9].setOffset(0);
}
}
break;
case GID_PQ2:
// HACK: Same as above - enable the save game menu option when loading in PQ2 (bug #6875).
// It gets disabled in the game's death screen.
g_sci->_gfxMenu->kernelSetAttribute(2, 1, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Save Game
break;
default:
break;
}
}
void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
SavegameMetadata meta;
Common::Serializer ser(fh, 0);
sync_SavegameMetadata(ser, meta);
if (fh->eos()) {
s->r_acc = TRUE_REG; // signal failure
return;
}
if ((meta.version < MINIMUM_SAVEGAME_VERSION) || (meta.version > CURRENT_SAVEGAME_VERSION)) {
if (meta.version < MINIMUM_SAVEGAME_VERSION) {
showScummVMDialog("The format of this saved game is obsolete, unable to load it");
} else {
Common::String msg = Common::String::format("Savegame version is %d, maximum supported is %0d", meta.version, CURRENT_SAVEGAME_VERSION);
showScummVMDialog(msg);
}
s->r_acc = TRUE_REG; // signal failure
return;
}
if (meta.gameObjectOffset > 0 && meta.script0Size > 0) {
Resource *script0 = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 0), false);
if (script0->size != meta.script0Size || g_sci->getGameObject().getOffset() != meta.gameObjectOffset) {
showScummVMDialog("This saved game was created with a different version of the game, unable to load it");
s->r_acc = TRUE_REG; // signal failure
return;
}
}
// We don't need the thumbnail here, so just read it and discard it
Graphics::skipThumbnail(*fh);
// reset ports is one of the first things we do, because that may free() some hunk memory
// and we don't want to do that after we read in the saved game hunk memory
if (g_sci->_gfxPorts)
g_sci->_gfxPorts->reset();
// clear screen
if (getSciVersion() <= SCI_VERSION_1_1) {
// Only do clearing the screen for SCI16
// Both SCI16 + SCI32 did not clear the screen.
// We basically do it for SCI16, because of KQ6.
// When hires portraits are shown and the user restores during that time, the portraits
// wouldn't get fully removed. In original SCI, the user wasn't able to restore during that time,
// so this is basically a workaround, so that ScummVM features work properly.
// For SCI32, behavior was verified in DOSBox, that SCI32 does not clear and also not redraw the screen.
// It only redraws elements that have changed in comparison to the state before the restore.
// If we cleared the screen for SCI32, we would have issues because of this behavior.
if (g_sci->_gfxScreen)
g_sci->_gfxScreen->clearForRestoreGame();
}
#ifdef ENABLE_SCI32
// Delete current planes/elements of actively loaded VM, only when our ScummVM dialogs are patched in
// We MUST NOT delete all planes/screen items. At least Space Quest 6 has a few in memory like for example
// the options plane, which are not re-added and are in memory all the time right from the start of the
// game. Sierra SCI32 did not clear planes, only scripts cleared the ones inside planes::elements.
if (getSciVersion() >= SCI_VERSION_2) {
if (!s->_delayedRestoreFromLauncher) {
// Only do it, when we are restoring regulary and not from launcher
// As it could result in option planes etc. on the screen (happens in gk1)
g_sci->_gfxFrameout->syncWithScripts(false);
}
}
#endif
s->reset(true);
s->saveLoadWithSerializer(ser); // FIXME: Error handling?
// Now copy all current state information
s->_segMan->reconstructStack(s);
s->_segMan->reconstructClones();
s->initGlobals();
s->gcCountDown = GC_INTERVAL - 1;
// Time state:
s->lastWaitTime = g_system->getMillis();
s->_screenUpdateTime = g_system->getMillis();
if (meta.version >= 34) {
g_sci->setTickCount(meta.playTime);
} else {
g_engine->setTotalPlayTime(meta.playTime * 1000);
}
if (g_sci->_gfxPorts)
g_sci->_gfxPorts->saveLoadWithSerializer(ser);
// SCI32:
// Current planes/screen elements of freshly loaded VM are re-added by scripts in [gameID]::replay
// We don't have to do that in here.
// But we may have to do it ourselves in case we ever implement some soft-error handling in case
// a saved game can't be restored. That way we can restore the game screen.
// see _gfxFrameout->syncWithScripts()
Vocabulary *voc = g_sci->getVocabulary();
if (ser.getVersion() >= 30 && voc)
voc->saveLoadWithSerializer(ser);
g_sci->_soundCmd->reconstructPlayList();
// Message state:
delete s->_msgState;
s->_msgState = new MessageState(s->_segMan);
// System strings:
s->_segMan->initSysStrings();
s->abortScriptProcessing = kAbortLoadGame;
// signal restored game to game scripts
s->gameIsRestarting = GAMEISRESTARTING_RESTORE;
s->_delayedRestoreFromLauncher = false;
}
bool get_savegame_metadata(Common::SeekableReadStream *stream, SavegameMetadata *meta) {
assert(stream);
assert(meta);
Common::Serializer ser(stream, 0);
sync_SavegameMetadata(ser, *meta);
if (stream->eos())
return false;
if ((meta->version < MINIMUM_SAVEGAME_VERSION) ||
(meta->version > CURRENT_SAVEGAME_VERSION)) {
if (meta->version < MINIMUM_SAVEGAME_VERSION)
warning("Old savegame version detected- can't load");
else
warning("Savegame version is %d- maximum supported is %0d", meta->version, CURRENT_SAVEGAME_VERSION);
return false;
}
return true;
}
} // End of namespace Sci
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