1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
|
/* 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];
SaveFile *out;
SaveGameHeader hdr;
makeSavegameName(filename, slot, compat);
if (!(out = _saveFileMan->openSavefile(filename, true)))
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(out, true, 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];
SaveFile *in;
int i, j;
SaveGameHeader hdr;
int sb, sh;
byte *roomptr;
makeSavegameName(filename, slot, compat);
if (!(in = _saveFileMan->openSavefile(filename, false)))
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, false, 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;
_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];
SaveFile *out;
SaveGameHeader hdr;
int len;
makeSavegameName(filename, slot, false);
if (!(out = _saveFileMan->openSavefile(filename, false))) {
strcpy(desc, "");
return false;
}
len = out->read(&hdr, sizeof(hdr));
delete out;
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 >= 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) {
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);
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) {
_saveLoadStream->write(b, len);
}
void Serializer::loadBytes(void *b, int len) {
_saveLoadStream->read(b, len);
}
void Serializer::saveUint32(uint32 d) {
_saveLoadStream->writeUint32LE(d);
}
void Serializer::saveUint16(uint16 d) {
_saveLoadStream->writeUint16LE(d);
}
void Serializer::saveByte(byte b) {
_saveLoadStream->writeByte(b);
}
uint32 Serializer::loadUint32() {
return _saveLoadStream->readUint32LE();
}
uint16 Serializer::loadUint16() {
return _saveLoadStream->readUint16LE();
}
byte Serializer::loadByte() {
return _saveLoadStream->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
|