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saveload.cpp

/* ScummVM - Scumm Interpreter
 * Copyright (C) 2005-2006 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-9-1/engines/kyra/saveload.cpp $
 * $Id: saveload.cpp 22904 2006-06-03 18:38:36Z lordhoto $
 *
 */

#include "common/stdafx.h"
#include "common/endian.h"
#include "common/savefile.h"
#include "common/system.h"

#include "kyra/kyra.h"
#include "kyra/animator.h"
#include "kyra/screen.h"
#include "kyra/resource.h"

#define CURRENT_VERSION 5

namespace Kyra {
void KyraEngine::loadGame(const char *fileName) {
      debugC(9, kDebugLevelMain, "loadGame('%s')", fileName);
      Common::InSaveFile *in;

      if (!(in = _saveFileMan->openForLoading(fileName))) {
            warning("Can't open file '%s', game not loaded", fileName);
            return;
      }

      uint32 type = in->readUint32BE();

      // FIXME: The kyra savegame code used to be endian unsafe. Uncomment the
      // following line to graciously handle old savegames from LE machines.
      // if (type != MKID_BE('KYRA') && type != MKID_BE('ARYK')) {
      if (type != MKID_BE('KYRA')) {
            warning("No Kyrandia 1 savefile header");
            delete in;
            return;
      }
      uint32 version = in->readUint32BE();
      if (version > CURRENT_VERSION) {
            warning("Savegame is not the right version (%d)", version);
            delete in;
            return;
      }
      
      char saveName[31];
      in->read(saveName, 31);

      if (version >= 2) {
            uint32 gameFlags = in->readUint32BE();
            if ((gameFlags & GF_FLOPPY) && !(_features & GF_FLOPPY)) {
                  warning("can not load floppy savefile for this (non floppy) gameversion");
                  delete in;
                  return;
            } else if ((gameFlags & GF_TALKIE) && !(_features & GF_TALKIE)) {
                  warning("can not load cdrom savefile for this (non cdrom) gameversion");
                  delete in;
                  return;
            }
      } else {
            warning("Make sure your savefile was from this version! (too old savefile version to detect that)");
      }
      
      snd_playSoundEffect(0x0A);
      snd_playWanderScoreViaMap(0, 1);

      // unload the current voice file should fix some problems with voices
      if (_currentRoom != 0xFFFF && (_features & GF_TALKIE)) {
            char file[32];
            assert(_currentRoom < _roomTableSize);
            int tableId = _roomTable[_currentRoom].nameIndex;
            assert(tableId < _roomFilenameTableSize);
            strcpy(file, _roomFilenameTable[tableId]);
            strcat(file, ".VRM");
            _res->unloadPakFile(file);
      }

      int brandonX = 0, brandonY = 0;
      for (int i = 0; i < 11; i++) {
            _characterList[i].sceneId = in->readUint16BE();
            _characterList[i].height = in->readByte();
            _characterList[i].facing = in->readByte();
            _characterList[i].currentAnimFrame = in->readUint16BE();
            //_characterList[i].unk6 = in->readUint32BE();
            in->read(_characterList[i].inventoryItems, 10);
            _characterList[i].x1 = in->readSint16BE();
            _characterList[i].y1 = in->readSint16BE();
            _characterList[i].x2 = in->readSint16BE();
            _characterList[i].y2 = in->readSint16BE();
            if (i == 0) {
                  brandonX = _characterList[i].x1;
                  brandonY = _characterList[i].y1;
            }
            //_characterList[i].field_20 = in->readUint16BE();
            //_characterList[i].field_23 = in->readUint16BE();
      }

      _marbleVaseItem = in->readSint16BE();
      _itemInHand = in->readByte();
      
      for (int i = 0; i < 4; ++i) {
            _birthstoneGemTable[i] = in->readByte();
      }
      for (int i = 0; i < 3; ++i) {
            _idolGemsTable[i] = in->readByte();
      }
      for (int i = 0; i < 3; ++i) {
            _foyerItemTable[i] = in->readByte();
      }
      _cauldronState = in->readByte();
      for (int i = 0; i < 2; ++i) {
            _crystalState[i] = in->readByte();
      }
      
      _brandonStatusBit = in->readUint16BE();
      _brandonStatusBit0x02Flag = in->readByte();
      _brandonStatusBit0x20Flag = in->readByte();
      in->read(_brandonPoisonFlagsGFX, 256);
      _brandonInvFlag = in->readSint16BE();
      _poisonDeathCounter = in->readByte();
      _animator->_brandonDrawFrame = in->readUint16BE();

      for (int i = 0; i < 32; i++) {
            _timers[i].active = in->readByte();
            _timers[i].countdown = in->readSint32BE();
            _timers[i].nextRun = in->readUint32BE();
            if (_timers[i].nextRun != 0)
                  _timers[i].nextRun += _system->getMillis();
      }
      _timerNextRun = 0;

      uint32 flagsSize = in->readUint32BE();
      assert(flagsSize == sizeof(_flagsTable));
      in->read(_flagsTable, flagsSize);

      for (int i = 0; i < _roomTableSize; ++i) {
            for (int item = 0; item < 12; ++item) {
                  _roomTable[i].itemsTable[item] = 0xFF;
                  _roomTable[i].itemsXPos[item] = 0xFFFF;
                  _roomTable[i].itemsYPos[item] = 0xFF;
                  _roomTable[i].needInit[item] = 0;
            }
      }

      uint16 sceneId = 0;

      while (true) {
            sceneId = in->readUint16BE();
            if (sceneId == 0xFFFF)
                  break;
            assert(sceneId < _roomTableSize);
            _roomTable[sceneId].nameIndex = in->readByte();

            for (int i = 0; i < 12; i++) {
                  _roomTable[sceneId].itemsTable[i] = in->readByte();
                  _roomTable[sceneId].itemsXPos[i] = in->readUint16BE();
                  _roomTable[sceneId].itemsYPos[i] = in->readUint16BE();
                  _roomTable[sceneId].needInit[i] = in->readByte();
            }
      }
      if (version >= 3) {
            _lastMusicCommand = in->readSint16BE();
            if (_lastMusicCommand != -1)
                  snd_playWanderScoreViaMap(_lastMusicCommand, 1);
      }

      // Version 4 stored settings in the savegame. As of version 5, they are
      // handled by the config manager.
      
      if (version == 4) {
            in->readByte(); // Text speed
            in->readByte(); // Walk speed
            in->readByte(); // Music
            in->readByte(); // Sound
            in->readByte(); // Voice
      }

      loadMainScreen(8);

      if (queryGameFlag(0x2D)) {
            _screen->loadBitmap("AMULET3.CPS", 10, 10, 0);
            if (!queryGameFlag(0xF1)) {
                  for (int i = 0x55; i <= 0x5A; ++i) {
                        if (queryGameFlag(i)) {
                              seq_createAmuletJewel(i-0x55, 10, 1, 1);
                        }
                  }
            }
            _screen->copyRegion(0, 0, 0, 0, 320, 200, 10, 8);
            _screen->copyRegion(0, 0, 0, 0, 320, 200, 8, 0);
      }
      
      createMouseItem(_itemInHand);
      _animator->setBrandonAnimSeqSize(3, 48);
      redrawInventory(0);
      _animator->_noDrawShapesFlag = 1;
      enterNewScene(_currentCharacter->sceneId, _currentCharacter->facing, 0, 0, 1);
      _animator->_noDrawShapesFlag = 0;
      
      _currentCharacter->x1 = brandonX;
      _currentCharacter->y1 = brandonY;
      _animator->animRefreshNPC(0);
      _animator->restoreAllObjectBackgrounds();
      _animator->preserveAnyChangedBackgrounds();
      _animator->prepDrawAllObjects();
      _animator->copyChangedObjectsForward(0);
      _screen->copyRegion(8, 8, 8, 8, 304, 128, 2, 0);
      
      _abortWalkFlag = true;
      _abortWalkFlag2 = false;
      _mousePressFlag = false;
      _mouseX = brandonX;
      _mouseY = brandonY;
      _system->warpMouse(brandonX, brandonY);

      if (in->ioFailed())
            error("Load failed.");
      else
            debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", saveName);

      // We didn't explicitly set the walk speed, but it's saved as part of
      // the _timers array, so we need to re-sync it with _configWalkspeed.
      setWalkspeed(_configWalkspeed);

      delete in;
}

void KyraEngine::saveGame(const char *fileName, const char *saveName) {
      debugC(9, kDebugLevelMain, "saveGame('%s', '%s')", fileName, saveName);
      Common::OutSaveFile *out;
      if (_quitFlag) return;

      if (!(out = _saveFileMan->openForSaving(fileName))) {
            warning("Can't create file '%s', game not saved", fileName);
            return;
      }

      // Savegame version
      out->writeUint32BE(MKID_BE('KYRA'));
      out->writeUint32BE(CURRENT_VERSION);
      out->write(saveName, 31);
      out->writeUint32BE(_features);

      for (int i = 0; i < 11; i++) {
            out->writeUint16BE(_characterList[i].sceneId);
            out->writeByte(_characterList[i].height);
            out->writeByte(_characterList[i].facing);
            out->writeUint16BE(_characterList[i].currentAnimFrame);
            //out->writeUint32BE(_characterList[i].unk6);
            out->write(_characterList[i].inventoryItems, 10);
            out->writeSint16BE(_characterList[i].x1);
            out->writeSint16BE(_characterList[i].y1);
            out->writeSint16BE(_characterList[i].x2);
            out->writeSint16BE(_characterList[i].y2);
            //out->writeUint16BE(_characterList[i].field_20);
            //out->writeUint16BE(_characterList[i].field_23);
      }
      
      out->writeSint16BE(_marbleVaseItem);
      out->writeByte(_itemInHand);
      
      for (int i = 0; i < 4; ++i) {
            out->writeByte(_birthstoneGemTable[i]);
      }
      for (int i = 0; i < 3; ++i) {
            out->writeByte(_idolGemsTable[i]);
      }
      for (int i = 0; i < 3; ++i) {
            out->writeByte(_foyerItemTable[i]);
      }
      out->writeByte(_cauldronState);
      for (int i = 0; i < 2; ++i) {
            out->writeByte(_crystalState[i]);
      }
      
      out->writeUint16BE(_brandonStatusBit);
      out->writeByte(_brandonStatusBit0x02Flag);
      out->writeByte(_brandonStatusBit0x20Flag);
      out->write(_brandonPoisonFlagsGFX, 256);
      out->writeSint16BE(_brandonInvFlag);
      out->writeByte(_poisonDeathCounter);
      out->writeUint16BE(_animator->_brandonDrawFrame);

      for (int i = 0; i < 32; i++) {
            out->writeByte(_timers[i].active);
            out->writeSint32BE(_timers[i].countdown);
            if (_system->getMillis() >= _timers[i].nextRun) {
                  out->writeUint32BE(0);
            } else {
                  out->writeUint32BE(_timers[i].nextRun - _system->getMillis());
            }
      }

      out->writeUint32BE(sizeof(_flagsTable));
      out->write(_flagsTable, sizeof(_flagsTable));

      for (uint16 i = 0; i < _roomTableSize; i++) {
            out->writeUint16BE(i);
            out->writeByte(_roomTable[i].nameIndex);
            for (int a = 0; a < 12; a++) {
                  out->writeByte(_roomTable[i].itemsTable[a]);
                  out->writeUint16BE(_roomTable[i].itemsXPos[a]);
                  out->writeUint16BE(_roomTable[i].itemsYPos[a]);
                  out->writeByte(_roomTable[i].needInit[a]);
            }
      }
      // room table terminator
      out->writeUint16BE(0xFFFF);
      
      out->writeSint16BE(_lastMusicCommand);

      out->flush();

      // check for errors
      if (out->ioFailed())
            warning("Can't write file '%s'. (Disk full?)", fileName);
      else
            debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);

      delete out;
}
} // end of namespace Kyra

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