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326
engines/kyra/gui/saveload_lok.cpp
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326
engines/kyra/gui/saveload_lok.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "kyra/engine/kyra_lok.h"
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#include "kyra/graphics/animator_lok.h"
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#include "kyra/resource/resource.h"
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#include "kyra/sound/sound.h"
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#include "kyra/engine/timer.h"
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#include "common/savefile.h"
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namespace Kyra {
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Common::Error KyraEngine_LoK::loadGameState(int slot) {
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const char *fileName = getSavegameFilename(slot);
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SaveHeader header;
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Common::InSaveFile *in = openSaveForReading(fileName, header);
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if (!in)
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return _saveFileMan->getError();
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if (header.originalSave) {
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// no support for original savefile in Kyrandia 1 (yet)
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delete in;
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return Common::kUnknownError;
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}
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snd_playSoundEffect(0x0A);
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snd_playWanderScoreViaMap(0, 1);
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// unloading the current voice file should fix some problems with voices
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if (_currentRoom != 0xFFFF && _flags.isTalkie) {
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assert(_currentRoom < _roomTableSize);
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int tableId = _roomTable[_currentRoom].nameIndex;
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assert(tableId < _roomFilenameTableSize);
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_res->unloadPakFile(Common::String(_roomFilenameTable[tableId]) + ".VRM");
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}
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for (int i = 0; i < 11; i++) {
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_characterList[i].sceneId = in->readUint16BE();
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_characterList[i].height = in->readByte();
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_characterList[i].facing = in->readByte();
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_characterList[i].currentAnimFrame = in->readUint16BE();
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//_characterList[i].unk6 = in->readUint32BE();
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in->read(_characterList[i].inventoryItems, 10);
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_characterList[i].x1 = in->readSint16BE();
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_characterList[i].y1 = in->readSint16BE();
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_characterList[i].x2 = in->readSint16BE();
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_characterList[i].y2 = in->readSint16BE();
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//_characterList[i].field_20 = in->readUint16BE();
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//_characterList[i].field_23 = in->readUint16BE();
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}
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_marbleVaseItem = in->readSint16BE();
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_itemInHand = (int8)in->readByte();
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for (int i = 0; i < 4; ++i)
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_birthstoneGemTable[i] = in->readByte();
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for (int i = 0; i < 3; ++i)
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_idolGemsTable[i] = in->readByte();
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for (int i = 0; i < 3; ++i)
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_foyerItemTable[i] = in->readByte();
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_cauldronState = in->readByte();
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for (int i = 0; i < 2; ++i)
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_crystalState[i] = in->readByte();
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_brandonStatusBit = in->readUint16BE();
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_brandonStatusBit0x02Flag = in->readByte();
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_brandonStatusBit0x20Flag = in->readByte();
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in->read(_brandonPoisonFlagsGFX, 256);
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_brandonInvFlag = in->readSint16BE();
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_poisonDeathCounter = in->readByte();
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_animator->_brandonDrawFrame = in->readUint16BE();
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_timer->loadDataFromFile(*in, header.version);
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memset(_flagsTable, 0, sizeof(_flagsTable));
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uint32 flagsSize = in->readUint32BE();
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assert(flagsSize <= sizeof(_flagsTable));
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in->read(_flagsTable, flagsSize);
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for (int i = 0; i < _roomTableSize; ++i) {
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for (int item = 0; item < 12; ++item) {
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_roomTable[i].itemsTable[item] = kItemNone;
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_roomTable[i].itemsXPos[item] = 0xFFFF;
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_roomTable[i].itemsYPos[item] = 0xFF;
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_roomTable[i].needInit[item] = 0;
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}
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}
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uint16 sceneId = 0;
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while (true) {
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sceneId = in->readUint16BE();
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if (sceneId == 0xFFFF)
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break;
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assert(sceneId < _roomTableSize);
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_roomTable[sceneId].nameIndex = in->readByte();
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for (int i = 0; i < 12; i++) {
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_roomTable[sceneId].itemsTable[i] = in->readByte();
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_roomTable[sceneId].itemsXPos[i] = in->readUint16BE();
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_roomTable[sceneId].itemsYPos[i] = in->readUint16BE();
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_roomTable[sceneId].needInit[i] = in->readByte();
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}
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}
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_sound->selectAudioResourceSet(kMusicIngame);
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closeFinalWsa();
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int lastMusicCommand = _lastMusicCommand = -1;
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if (header.version >= 3)
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lastMusicCommand = in->readSint16BE();
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// Version 4 stored settings in the savegame. As of version 5, they are
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// handled by the config manager.
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if (header.version == 4) {
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in->readByte(); // Text speed
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in->readByte(); // Walk speed
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in->readByte(); // Music
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in->readByte(); // Sound
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in->readByte(); // Voice
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}
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if (header.version >= 7) {
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_curSfxFile = in->readByte();
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// In the first version when this entry was introduced,
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// it wasn't made sure that _curSfxFile was initialized
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// so if it's out of bounds we just set it to 0.
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if (_flags.platform == Common::kPlatformFMTowns) {
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if (!_sound->hasSoundFile(_curSfxFile))
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_curSfxFile = 0;
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_sound->loadSoundFile(_curSfxFile);
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}
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}
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loadMainScreen(8);
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if (queryGameFlag(0x2D)) {
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_screen->loadBitmap("AMULET3.CPS", 10, 10, nullptr);
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if (!queryGameFlag(0xF1)) {
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for (int i = 0x55; i <= 0x5A; ++i) {
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if (queryGameFlag(i))
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seq_createAmuletJewel(i - 0x55, 10, 1, 1);
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}
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}
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_screen->copyRegion(8, 8, 8, 8, 304, 212, 10, 0);
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}
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setHandItem(_itemInHand);
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// Will-O-Wisp uses a different shape size than Brandon's usual
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// shape, thus we need to setup the correct size depending on
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// his state over here. This fixes graphics glitches when loading
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// saves, where Brandon is transformed into the Will-O-Wisp.
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if (_brandonStatusBit & 2)
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_animator->setBrandonAnimSeqSize(5, 48);
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else
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_animator->setBrandonAnimSeqSize(3, 48);
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redrawInventory(0);
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// Original hardcoded Brandon position for certain scenes:
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// - SceneId 7 ("A ruined bridge") and flag 0x39 set, which seems
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// to indicate that Herman is still in the scene.
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// - SceneId 2 ("Inside the temple") and flag 0x2D not set, which
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// indicates that the amulet is not obtained yet and thus Brynn
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// is still inside the temple
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if (_currentCharacter->sceneId == 7 && queryGameFlag(0x39)) {
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_currentCharacter->x1 = 282;
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_currentCharacter->y1 = 108;
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_currentCharacter->facing = 5;
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} else if (_currentCharacter->sceneId == 2 && !queryGameFlag(0x2D)) {
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_currentCharacter->x1 = 294;
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_currentCharacter->y1 = 132;
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_currentCharacter->facing = 5;
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}
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_brandonPosX = _currentCharacter->x2 = _currentCharacter->x1;
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_brandonPosY = _currentCharacter->y2 = _currentCharacter->y1;
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// We need to reset the "_noDrawShapesFlag" flag of Animator_LoK
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// over here. Else in certain cases restoring a savegame might
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// result in no shapes being drawn at all. See bug report
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// #4625 "KYRA1: Invisible Brandon" for an example of this.
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_animator->_noDrawShapesFlag = 0;
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restartPlayTimerAt(header.totalPlaySecs);
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enterNewScene(_currentCharacter->sceneId, _currentCharacter->facing, 0, 0, 1);
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// Check if _lastMusicCommand changed during enterNewScene(). If it didn't (no song was
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// started from script) and we do have the last song id from our savegame, then we start that...
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// This way we avoid the "stuttering" we used to have from restarting the saved song and
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// then the same song again directly afterwards from script...
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if (_lastMusicCommand == -1 && lastMusicCommand != -1)
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snd_playWanderScoreViaMap(lastMusicCommand, 1);
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_animator->animRefreshNPC(0);
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_animator->restoreAllObjectBackgrounds();
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_animator->preserveAnyChangedBackgrounds();
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_animator->prepDrawAllObjects();
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_animator->copyChangedObjectsForward(0);
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_screen->copyRegion(8, 8, 8, 8, 304, 128, 2, 0);
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_screen->updateScreen();
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setMousePos(_currentCharacter->x1, _currentCharacter->y1);
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if (in->err() || in->eos()) {
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warning("Load failed ('%s', '%s').", fileName, header.description.c_str());
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return Common::kUnknownError;
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} else {
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debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", header.description.c_str());
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}
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// We didn't explicitly set the walk speed, but it's saved as part of
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// the _timers array, so we need to re-sync it with _configWalkspeed.
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setWalkspeed(_configWalkspeed);
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delete in;
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return Common::kNoError;
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}
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Common::Error KyraEngine_LoK::saveGameStateIntern(int slot, const char *saveName, const Graphics::Surface *thumb) {
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const char *fileName = getSavegameFilename(slot);
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if (shouldQuit())
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return Common::kNoError;
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Common::OutSaveFile *out = openSaveForWriting(fileName, saveName, thumb);
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if (!out)
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return _saveFileMan->getError();
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for (int i = 0; i < 11; i++) {
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out->writeUint16BE(_characterList[i].sceneId);
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out->writeByte(_characterList[i].height);
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out->writeByte(_characterList[i].facing);
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out->writeUint16BE(_characterList[i].currentAnimFrame);
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//out->writeUint32BE(_characterList[i].unk6);
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out->write(_characterList[i].inventoryItems, 10);
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out->writeSint16BE(_characterList[i].x1);
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out->writeSint16BE(_characterList[i].y1);
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out->writeSint16BE(_characterList[i].x2);
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out->writeSint16BE(_characterList[i].y2);
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//out->writeUint16BE(_characterList[i].field_20);
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//out->writeUint16BE(_characterList[i].field_23);
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}
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out->writeSint16BE(_marbleVaseItem);
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out->writeByte(_itemInHand);
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for (int i = 0; i < 4; ++i)
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out->writeByte(_birthstoneGemTable[i]);
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for (int i = 0; i < 3; ++i)
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out->writeByte(_idolGemsTable[i]);
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for (int i = 0; i < 3; ++i)
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out->writeByte(_foyerItemTable[i]);
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out->writeByte(_cauldronState);
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for (int i = 0; i < 2; ++i)
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out->writeByte(_crystalState[i]);
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out->writeUint16BE(_brandonStatusBit);
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out->writeByte(_brandonStatusBit0x02Flag);
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out->writeByte(_brandonStatusBit0x20Flag);
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out->write(_brandonPoisonFlagsGFX, 256);
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out->writeSint16BE(_brandonInvFlag);
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out->writeByte(_poisonDeathCounter);
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out->writeUint16BE(_animator->_brandonDrawFrame);
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_timer->saveDataToFile(*out);
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out->writeUint32BE(sizeof(_flagsTable));
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out->write(_flagsTable, sizeof(_flagsTable));
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for (uint16 i = 0; i < _roomTableSize; i++) {
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out->writeUint16BE(i);
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out->writeByte(_roomTable[i].nameIndex);
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for (int a = 0; a < 12; a++) {
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out->writeByte(_roomTable[i].itemsTable[a]);
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out->writeUint16BE(_roomTable[i].itemsXPos[a]);
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out->writeUint16BE(_roomTable[i].itemsYPos[a]);
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out->writeByte(_roomTable[i].needInit[a]);
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}
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}
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// room table terminator
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out->writeUint16BE(0xFFFF);
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out->writeSint16BE(_lastMusicCommand);
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out->writeByte(_curSfxFile);
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out->finalize();
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// check for errors
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if (out->err()) {
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warning("Can't write file '%s'. (Disk full?)", fileName);
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return Common::kUnknownError;
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} else {
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debugC(1, kDebugLevelMain, "Saved game '%s.'", saveName);
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}
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delete out;
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return Common::kNoError;
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}
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} // End of namespace Kyra
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