Files
scummvm/engines/kyra/gui/saveload_lok.cpp
T
athrxx 1dfdcc7252 KYRA: cleanup dir
Reorganize all files in sub directories. The file placement isn't as intuitive as it might be for other engines, which is probably the reason why this hasn't been done before.
2019-03-06 20:48:15 +01:00

320 lines
10 KiB
C++

/* 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 "kyra/engine/kyra_lok.h"
#include "kyra/graphics/animator_lok.h"
#include "kyra/resource/resource.h"
#include "kyra/sound/sound.h"
#include "kyra/engine/timer.h"
#include "common/savefile.h"
namespace Kyra {
Common::Error KyraEngine_LoK::loadGameState(int slot) {
const char *fileName = getSavegameFilename(slot);
SaveHeader header;
Common::InSaveFile *in = openSaveForReading(fileName, header);
if (!in)
return _saveFileMan->getError();
if (header.originalSave) {
// no support for original savefile in Kyrandia 1 (yet)
delete in;
return Common::kUnknownError;
}
snd_playSoundEffect(0x0A);
snd_playWanderScoreViaMap(0, 1);
// unloading the current voice file should fix some problems with voices
if (_currentRoom != 0xFFFF && _flags.isTalkie) {
char file[32];
assert(_currentRoom < _roomTableSize);
int tableId = _roomTable[_currentRoom].nameIndex;
assert(tableId < _roomFilenameTableSize);
strcpy(file, _roomFilenameTable[tableId]);
strcat(file, ".VRM");
_res->unloadPakFile(file);
}
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();
//_characterList[i].field_20 = in->readUint16BE();
//_characterList[i].field_23 = in->readUint16BE();
}
_marbleVaseItem = in->readSint16BE();
_itemInHand = (int8)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();
_timer->loadDataFromFile(*in, header.version);
memset(_flagsTable, 0, sizeof(_flagsTable));
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] = kItemNone;
_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 (header.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 (header.version == 4) {
in->readByte(); // Text speed
in->readByte(); // Walk speed
in->readByte(); // Music
in->readByte(); // Sound
in->readByte(); // Voice
}
if (header.version >= 7) {
_curSfxFile = in->readByte();
// In the first version when this entry was introduced,
// it wasn't made sure that _curSfxFile was initialized
// so if it's out of bounds we just set it to 0.
if (_flags.platform == Common::kPlatformFMTowns) {
if (!_sound->hasSoundFile(_curSfxFile))
_curSfxFile = 0;
_sound->loadSoundFile(_curSfxFile);
}
}
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(8, 8, 8, 8, 304, 212, 10, 0);
}
setHandItem(_itemInHand);
// Will-O-Wisp uses a different shape size than Brandon's usual
// shape, thus we need to setup the correct size depending on
// his state over here. This fixes graphics glitches when loading
// saves, where Brandon is transformed into the Will-O-Wisp.
if (_brandonStatusBit & 2)
_animator->setBrandonAnimSeqSize(5, 48);
else
_animator->setBrandonAnimSeqSize(3, 48);
redrawInventory(0);
// Original hardcoded Brandon position for certain scenes:
// - SceneId 7 ("A ruined bridge") and flag 0x39 set, which seems
// to indicate that Herman is still in the scene.
// - SceneId 2 ("Inside the temple") and flag 0x2D not set, which
// indicates that the amulet is not obtained yet and thus Brynn
// is still inside the temple
if (_currentCharacter->sceneId == 7 && queryGameFlag(0x39)) {
_currentCharacter->x1 = 282;
_currentCharacter->y1 = 108;
_currentCharacter->facing = 5;
} else if (_currentCharacter->sceneId == 2 && !queryGameFlag(0x2D)) {
_currentCharacter->x1 = 294;
_currentCharacter->y1 = 132;
_currentCharacter->facing = 5;
}
_brandonPosX = _currentCharacter->x2 = _currentCharacter->x1;
_brandonPosY = _currentCharacter->y2 = _currentCharacter->y1;
// We need to reset the "_noDrawShapesFlag" flag of Animator_LoK
// over here. Else in certain cases restoring an savegame might
// result in no shapes being drawn at all. See bug report
// #2868581 "KYRA1: Invisible Brandon" for an example of this.
_animator->_noDrawShapesFlag = 0;
enterNewScene(_currentCharacter->sceneId, _currentCharacter->facing, 0, 0, 1);
_animator->animRefreshNPC(0);
_animator->restoreAllObjectBackgrounds();
_animator->preserveAnyChangedBackgrounds();
_animator->prepDrawAllObjects();
_animator->copyChangedObjectsForward(0);
_screen->copyRegion(8, 8, 8, 8, 304, 128, 2, 0);
_screen->updateScreen();
setMousePos(_currentCharacter->x1, _currentCharacter->y1);
if (in->err() || in->eos()) {
warning("Load failed ('%s', '%s').", fileName, header.description.c_str());
return Common::kUnknownError;
} else {
debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", header.description.c_str());
}
// 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;
return Common::kNoError;
}
Common::Error KyraEngine_LoK::saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumb) {
const char *fileName = getSavegameFilename(slot);
if (shouldQuit())
return Common::kNoError;
Common::OutSaveFile *out = openSaveForWriting(fileName, saveName, thumb);
if (!out)
return _saveFileMan->getError();
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);
_timer->saveDataToFile(*out);
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->writeByte(_curSfxFile);
out->finalize();
// check for errors
if (out->err()) {
warning("Can't write file '%s'. (Disk full?)", fileName);
return Common::kUnknownError;
} else {
debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);
}
delete out;
return Common::kNoError;
}
} // End of namespace Kyra