/* 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 3 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, see .
*
*/
#include "ags/engine/ac/button.h"
#include "ags/engine/ac/character.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/dynamic_sprite.h"
#include "ags/engine/ac/event.h"
#include "ags/engine/ac/game.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/engine/ac/global_audio.h"
#include "ags/engine/ac/global_character.h"
#include "ags/engine/ac/gui.h"
#include "ags/engine/ac/mouse.h"
#include "ags/engine/ac/overlay.h"
#include "ags/engine/ac/region.h"
#include "ags/engine/ac/rich_game_media.h"
#include "ags/engine/ac/room.h"
#include "ags/engine/ac/room_status.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/ac/system.h"
#include "ags/engine/ac/timer.h"
#include "ags/engine/ac/dynobj/dynobj_manager.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/shared/debugging/out.h"
#include "ags/engine/device/mouse_w32.h"
#include "ags/shared/font/fonts.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/engine/gfx/ddb.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/engine/game/savegame.h"
#include "ags/engine/game/savegame_components.h"
#include "ags/engine/game/savegame_internal.h"
#include "ags/engine/main/game_run.h"
#include "ags/engine/main/engine.h"
#include "ags/engine/main/main.h"
#include "ags/engine/main/update.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/engine/platform/base/sys_main.h"
#include "ags/plugins/ags_plugin_evts.h"
#include "ags/plugins/plugin_engine.h"
#include "ags/engine/script/script.h"
#include "ags/shared/script/cc_common.h"
#include "ags/shared/util/data_stream.h"
#include "ags/shared/util/file.h"
#include "ags/shared/util/stream.h"
#include "ags/shared/util/string_utils.h"
#include "ags/shared/util/math.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace Shared;
using namespace Engine;
// function is currently implemented in savegame_v321.cpp
HSaveError restore_save_data_v321(Stream *in, GameDataVersion data_ver, const PreservedParams &pp, RestoredData &r_data);
namespace AGS {
namespace Engine {
const char *SavegameSource::LegacySignature = "Adventure Game Studio saved game";
const char *SavegameSource::Signature = "Adventure Game Studio saved game v2";
SavegameSource::SavegameSource()
: Version(kSvgVersion_Undefined) {
}
SavegameDescription::SavegameDescription()
: MainDataVersion(kGameVersion_Undefined)
, ColorDepth(0)
, LegacyID(0) {
}
PreservedParams::PreservedParams()
: SpeechVOX(0)
, MusicVOX(0)
, GlScDataSize(0) {
}
RestoredData::ScriptData::ScriptData()
: Len(0) {
}
RestoredData::RestoredData()
: FPS(0)
, DoOnceCount(0u)
, RoomVolume(kRoomVolumeNormal)
, CursorID(0)
, CursorMode(0) {
memset(RoomLightLevels, 0, sizeof(RoomLightLevels));
memset(RoomTintLevels, 0, sizeof(RoomTintLevels));
memset(RoomZoomLevels1, 0, sizeof(RoomZoomLevels1));
memset(RoomZoomLevels2, 0, sizeof(RoomZoomLevels2));
memset(DoAmbient, 0, sizeof(DoAmbient));
}
String GetSavegameErrorText(SavegameErrorType err) {
switch (err) {
case kSvgErr_NoError:
return "No error.";
case kSvgErr_FileOpenFailed:
return "File not found or could not be opened.";
case kSvgErr_SignatureFailed:
return "Not an AGS saved game or unsupported format.";
case kSvgErr_FormatVersionNotSupported:
return "Save format version not supported.";
case kSvgErr_IncompatibleEngine:
return "Save was written by incompatible engine, or file is corrupted.";
case kSvgErr_GameGuidMismatch:
return "Game GUID does not match, saved by a different game.";
case kSvgErr_ComponentListOpeningTagFormat:
return "Failed to parse opening tag of the components list.";
case kSvgErr_ComponentListClosingTagMissing:
return "Closing tag of the components list was not met.";
case kSvgErr_ComponentOpeningTagFormat:
return "Failed to parse opening component tag.";
case kSvgErr_ComponentClosingTagFormat:
return "Failed to parse closing component tag.";
case kSvgErr_ComponentSizeMismatch:
return "Component data size mismatch.";
case kSvgErr_UnsupportedComponent:
return "Unknown and/or unsupported component.";
case kSvgErr_ComponentSerialization:
return "Failed to write the savegame component.";
case kSvgErr_ComponentUnserialization:
return "Failed to restore the savegame component.";
case kSvgErr_InconsistentFormat:
return "Inconsistent format, or file is corrupted.";
case kSvgErr_UnsupportedComponentVersion:
return "Component data version not supported.";
case kSvgErr_GameContentAssertion:
return "Saved content does not match current game.";
case kSvgErr_InconsistentData:
return "Inconsistent save data, or file is corrupted.";
case kSvgErr_InconsistentPlugin:
return "One of the game plugins did not restore its game data correctly.";
case kSvgErr_DifferentColorDepth:
return "Saved with the engine running at a different colour depth.";
case kSvgErr_GameObjectInitFailed:
return "Game object initialization failed after save restoration.";
default:
return "Unknown error.";
}
}
Bitmap *RestoreSaveImage(Stream *in) {
if (in->ReadInt32())
return read_serialized_bitmap(in);
return nullptr;
}
void SkipSaveImage(Stream *in) {
if (in->ReadInt32())
skip_serialized_bitmap(in);
}
HSaveError ReadDescription(Stream *in, SavegameVersion &svg_ver, SavegameDescription &desc, SavegameDescElem elems) {
svg_ver = (SavegameVersion)in->ReadInt32();
if (svg_ver < kSvgVersion_LowestSupported || svg_ver > kSvgVersion_Current)
return new SavegameError(kSvgErr_FormatVersionNotSupported,
String::FromFormat("Required: %d, supported: %d - %d.", svg_ver, kSvgVersion_LowestSupported, kSvgVersion_Current));
// Environment information
if (svg_ver >= kSvgVersion_351)
in->ReadInt32(); // environment info size
if (elems & kSvgDesc_EnvInfo) {
desc.EngineName = StrUtil::ReadString(in);
desc.EngineVersion.SetFromString(StrUtil::ReadString(in));
desc.GameGuid = StrUtil::ReadString(in);
desc.GameTitle = StrUtil::ReadString(in);
desc.MainDataFilename = StrUtil::ReadString(in);
if (svg_ver >= kSvgVersion_Cmp_64bit)
desc.MainDataVersion = (GameDataVersion)in->ReadInt32();
desc.ColorDepth = in->ReadInt32();
if (svg_ver >= kSvgVersion_351)
desc.LegacyID = in->ReadInt32();
} else {
StrUtil::SkipString(in); // engine name
StrUtil::SkipString(in); // engine version
StrUtil::SkipString(in); // game guid
StrUtil::SkipString(in); // game title
StrUtil::SkipString(in); // main data filename
if (svg_ver >= kSvgVersion_Cmp_64bit)
in->ReadInt32(); // game data version
in->ReadInt32(); // color depth
if (svg_ver >= kSvgVersion_351)
in->ReadInt32(); // game legacy id
}
// User description
if (elems & kSvgDesc_UserText)
desc.UserText = StrUtil::ReadString(in);
else
StrUtil::SkipString(in);
if (elems & kSvgDesc_UserImage)
desc.UserImage.reset(RestoreSaveImage(in));
else
SkipSaveImage(in);
return HSaveError::None();
}
HSaveError ReadDescription_v321(Stream *in, SavegameVersion &svg_ver, SavegameDescription &desc, SavegameDescElem elems) {
// Legacy savegame header
if (elems & kSvgDesc_UserText)
desc.UserText.Read(in);
else
StrUtil::SkipCStr(in);
svg_ver = (SavegameVersion)in->ReadInt32();
// Check saved game format version
if (svg_ver < kSvgVersion_LowestSupported ||
svg_ver > kSvgVersion_Current) {
return new SavegameError(kSvgErr_FormatVersionNotSupported,
String::FromFormat("Required: %d, supported: %d - %d.", svg_ver, kSvgVersion_LowestSupported, kSvgVersion_Current));
}
if (elems & kSvgDesc_UserImage)
desc.UserImage.reset(RestoreSaveImage(in));
else
SkipSaveImage(in);
// This is the lowest legacy save format we support,
// judging by the engine code received from CJ.
const Version low_compat_version(3, 2, 0, 1103);
String version_str = String::FromStream(in);
Version eng_version(version_str);
if (eng_version > _G(EngineVersion) || eng_version < low_compat_version) {
// Engine version is either non-forward or non-backward compatible
return new SavegameError(kSvgErr_IncompatibleEngine,
String::FromFormat("Required: %s, supported: %s - %s.", eng_version.LongString.GetCStr(), low_compat_version.LongString.GetCStr(), _G(EngineVersion).LongString.GetCStr()));
}
if (elems & kSvgDesc_EnvInfo) {
desc.MainDataFilename.Read(in);
in->ReadInt32(); // unscaled game height with borders, now obsolete
desc.ColorDepth = in->ReadInt32();
} else {
StrUtil::SkipCStr(in);
in->ReadInt32(); // unscaled game height with borders, now obsolete
in->ReadInt32(); // color depth
}
return HSaveError::None();
}
HSaveError OpenSavegameBase(const String &filename, SavegameSource *src, SavegameDescription *desc, SavegameDescElem elems) {
UStream in(File::OpenFileRead(filename));
if (!in.get())
return new SavegameError(kSvgErr_FileOpenFailed, String::FromFormat("Requested filename: %s.", filename.GetCStr()));
// Skip MS Windows Vista rich media header
RICH_GAME_MEDIA_HEADER rich_media_header;
rich_media_header.ReadFromFile(in.get());
// Check saved game signature
bool is_new_save = false;
size_t pre_sig_pos = in->GetPosition();
String svg_sig = String::FromStreamCount(in.get(), strlen(SavegameSource::Signature));
if (svg_sig.Compare(SavegameSource::Signature) == 0) {
is_new_save = true;
} else {
in->Seek(pre_sig_pos, kSeekBegin);
svg_sig = String::FromStreamCount(in.get(), strlen(SavegameSource::LegacySignature));
if (svg_sig.Compare(SavegameSource::LegacySignature) != 0)
return new SavegameError(kSvgErr_SignatureFailed);
}
SavegameVersion svg_ver;
SavegameDescription temp_desc;
HSaveError err;
if (is_new_save)
err = ReadDescription(in.get(), svg_ver, temp_desc, desc ? elems : kSvgDesc_None);
else
err = ReadDescription_v321(in.get(), svg_ver, temp_desc, desc ? elems : kSvgDesc_None);
if (!err)
return err;
if (src) {
src->Filename = filename;
src->Version = svg_ver;
src->InputStream.reset(in.release()); // give the stream away to the caller
}
if (desc) {
if (elems & kSvgDesc_EnvInfo) {
desc->EngineName = temp_desc.EngineName;
desc->EngineVersion = temp_desc.EngineVersion;
desc->GameGuid = temp_desc.GameGuid;
desc->LegacyID = temp_desc.LegacyID;
desc->GameTitle = temp_desc.GameTitle;
desc->MainDataFilename = temp_desc.MainDataFilename;
desc->MainDataVersion = temp_desc.MainDataVersion;
desc->ColorDepth = temp_desc.ColorDepth;
}
if (elems & kSvgDesc_UserText)
desc->UserText = temp_desc.UserText;
if (elems & kSvgDesc_UserImage)
desc->UserImage.reset(temp_desc.UserImage.release());
}
return err;
}
HSaveError OpenSavegame(const String &filename, SavegameSource &src, SavegameDescription &desc, SavegameDescElem elems) {
return OpenSavegameBase(filename, &src, &desc, elems);
}
HSaveError OpenSavegame(const String &filename, SavegameDescription &desc, SavegameDescElem elems) {
return OpenSavegameBase(filename, nullptr, &desc, elems);
}
// Prepares engine for actual save restore (stops processes, cleans up memory)
void DoBeforeRestore(PreservedParams &pp) {
pp.SpeechVOX = _GP(play).voice_avail;
pp.MusicVOX = _GP(play).separate_music_lib;
memcpy(pp.GameOptions, _GP(game).options, GameSetupStruct::MAX_OPTIONS * sizeof(int));
unload_old_room();
_G(raw_saved_screen).reset();
remove_all_overlays();
_GP(play).complete_overlay_on = 0;
_GP(play).text_overlay_on = 0;
// cleanup dynamic sprites
// NOTE: sprite 0 is a special constant sprite that cannot be dynamic
for (int i = 1; i < (int)_GP(spriteset).GetSpriteSlotCount(); ++i) {
if (_GP(game).SpriteInfos[i].Flags & SPF_DYNAMICALLOC) {
free_dynamic_sprite(i);
}
}
// Cleanup drawn caches
clear_drawobj_cache();
// preserve script data sizes and cleanup scripts
pp.GlScDataSize = _G(gameinst)->globaldatasize;
pp.ScMdDataSize.resize(_G(numScriptModules));
for (size_t i = 0; i < _G(numScriptModules); ++i) {
pp.ScMdDataSize[i] = _GP(moduleInst)[i]->globaldatasize;
}
FreeAllScriptInstances();
// reset saved room states
resetRoomStatuses();
// reset temp room state
_GP(troom) = RoomStatus();
// reset (some of the?) GameState data
// FIXME: investigate and refactor to be able to just reset whole object
_GP(play).FreeProperties();
_GP(play).FreeViewportsAndCameras();
free_do_once_tokens();
RemoveAllButtonAnimations();
// unregister gui controls from API exports
// CHECKME: find out why are we doing this here? why only to gui controls?
for (int i = 0; i < _GP(game).numgui; ++i) {
unexport_gui_controls(i);
}
// Clear the managed object pool
ccUnregisterAllObjects();
// NOTE: channels are array of MAX_SOUND_CHANNELS+1 size
for (int i = 0; i < TOTAL_AUDIO_CHANNELS; ++i) {
stop_and_destroy_channel_ex(i, false);
}
clear_music_cache();
}
void RestoreViewportsAndCameras(const RestoredData &r_data) {
// If restored from older saves, we have to adjust
// cam and view sizes to a main viewport, which is init later
const auto &main_view = _GP(play).GetMainViewport();
for (size_t i = 0; i < r_data.Cameras.size(); ++i) {
const auto &cam_dat = r_data.Cameras[i];
auto cam = _GP(play).GetRoomCamera(i);
cam->SetID(cam_dat.ID);
if ((cam_dat.Flags & kSvgCamPosLocked) != 0)
cam->Lock();
else
cam->Release();
// Set size first, or offset position may clamp to the room
if (r_data.LegacyViewCamera)
cam->SetSize(main_view.GetSize());
else
cam->SetSize(Size(cam_dat.Width, cam_dat.Height));
cam->SetAt(cam_dat.Left, cam_dat.Top);
}
for (size_t i = 0; i < r_data.Viewports.size(); ++i) {
const auto &view_dat = r_data.Viewports[i];
auto view = _GP(play).GetRoomViewport(i);
view->SetID(view_dat.ID);
view->SetVisible((view_dat.Flags & kSvgViewportVisible) != 0);
if (r_data.LegacyViewCamera)
view->SetRect(RectWH(view_dat.Left, view_dat.Top, main_view.GetWidth(), main_view.GetHeight()));
else
view->SetRect(RectWH(view_dat.Left, view_dat.Top, view_dat.Width, view_dat.Height));
view->SetZOrder(view_dat.ZOrder);
// Restore camera link
int cam_index = view_dat.CamID;
if (cam_index < 0) continue;
auto cam = _GP(play).GetRoomCamera(cam_index);
view->LinkCamera(cam);
cam->LinkToViewport(view);
}
_GP(play).InvalidateViewportZOrder();
}
// Resets a number of options that are not supposed to be changed at runtime
static void CopyPreservedGameOptions(GameSetupStructBase &gs, const PreservedParams &pp) {
const auto restricted_opts = GameSetupStructBase::GetRestrictedOptions();
for (auto opt : restricted_opts)
gs.options[opt] = pp.GameOptions[opt];
}
// Final processing after successfully restoring from save
HSaveError DoAfterRestore(const PreservedParams &pp, RestoredData &r_data) {
// Use a yellow dialog highlight for older game versions
// CHECKME: it is dubious that this should be right here
if (_G(loaded_game_file_version) < kGameVersion_331)
_GP(play).dialog_options_highlight_color = DIALOG_OPTIONS_HIGHLIGHT_COLOR_DEFAULT;
// Preserve whether the music vox is available
_GP(play).voice_avail = pp.SpeechVOX;
_GP(play).separate_music_lib = pp.MusicVOX;
// Restore particular game options that must not change at runtime
CopyPreservedGameOptions(_GP(game), pp);
// Restore debug flags
if (_G(debug_flags) & DBG_DEBUGMODE)
_GP(play).debug_mode = 1;
// recache queued clips
for (int i = 0; i < _GP(play).new_music_queue_size; ++i) {
_GP(play).new_music_queue[i].cachedClip = nullptr;
}
// Remap old sound nums in case we restored a save having a different list of audio clips
RemapLegacySoundNums(_GP(game), _GP(views), _G(loaded_game_file_version));
// Restore Overlay bitmaps (older save format, which stored them along with overlays)
auto &overs = get_overlays();
for (auto &over_im : r_data.OverlayImages) {
auto &over = overs[over_im._key];
over.SetImage(std::move(over_im._value), over.HasAlphaChannel(), over.offsetX, over.offsetY);
}
// Restore dynamic surfaces
const size_t dynsurf_num = MIN((uint)MAX_DYNAMIC_SURFACES, r_data.DynamicSurfaces.size());
for (size_t i = 0; i < dynsurf_num; ++i) {
_G(dynamicallyCreatedSurfaces)[i] = std::move(r_data.DynamicSurfaces[i]);
}
// Re-export any missing audio channel script objects, e.g. if restoring old save
export_missing_audiochans();
// CHECKME: find out why are we doing this here? why only to gui controls?
for (int i = 0; i < _GP(game).numgui; ++i)
export_gui_controls(i);
update_gui_zorder();
AllocScriptModules();
if (create_global_script()) {
return new SavegameError(kSvgErr_GameObjectInitFailed,
String::FromFormat("Unable to recreate global script: %s", cc_get_error().ErrorString.GetCStr()));
}
// read the global data into the newly created script
if (!r_data.GlobalScript.Data.empty())
memcpy(_G(gameinst)->globaldata, &r_data.GlobalScript.Data.front(),
MIN((size_t)_G(gameinst)->globaldatasize, r_data.GlobalScript.Len));
// restore the script module data
for (size_t i = 0; i < _G(numScriptModules); ++i) {
if (!r_data.ScriptModules[i].Data.empty())
memcpy(_GP(moduleInst)[i]->globaldata, &r_data.ScriptModules[i].Data.front(),
MIN((size_t)_GP(moduleInst)[i]->globaldatasize, r_data.ScriptModules[i].Len));
}
setup_player_character(_GP(game).playercharacter);
// Save some parameters to restore them after room load
int gstimer = _GP(play).gscript_timer;
int oldx1 = _GP(play).mboundx1, oldx2 = _GP(play).mboundx2;
int oldy1 = _GP(play).mboundy1, oldy2 = _GP(play).mboundy2;
// disable the queue momentarily
int queuedMusicSize = _GP(play).music_queue_size;
_GP(play).music_queue_size = 0;
// load the room the game was saved in
if (_G(displayed_room) >= 0)
load_new_room(_G(displayed_room), nullptr);
else
set_room_placeholder();
_GP(play).gscript_timer = gstimer;
// restore the correct room volume (they might have modified
// it with SetMusicVolume)
_GP(thisroom).Options.MusicVolume = r_data.RoomVolume;
_GP(mouse).SetMoveLimit(Rect(oldx1, oldy1, oldx2, oldy2));
set_cursor_mode(r_data.CursorMode);
set_mouse_cursor(r_data.CursorID, true);
if (r_data.CursorMode == MODE_USE)
SetActiveInventory(_G(playerchar)->activeinv);
// ensure that the current cursor is locked
_GP(spriteset).PrecacheSprite(_GP(game).mcurs[r_data.CursorID].pic);
sys_window_set_title(_GP(play).game_name.GetCStr());
if (_G(displayed_room) >= 0) {
// Fixup the frame index, in case the restored room does not have enough background frames
if (_GP(play).bg_frame < 0 || static_cast(_GP(play).bg_frame) >= _GP(thisroom).BgFrameCount)
_GP(play).bg_frame = 0;
for (int i = 0; i < MAX_ROOM_BGFRAMES; ++i) {
if (r_data.RoomBkgScene[i]) {
_GP(thisroom).BgFrames[i].Graphic = r_data.RoomBkgScene[i];
}
}
_G(in_new_room) = 3; // don't run "enters screen" events
// now that room has loaded, copy saved light levels in
for (size_t i = 0; i < MAX_ROOM_REGIONS; ++i) {
_GP(thisroom).Regions[i].Light = r_data.RoomLightLevels[i];
_GP(thisroom).Regions[i].Tint = r_data.RoomTintLevels[i];
}
generate_light_table();
for (size_t i = 0; i < MAX_WALK_AREAS; ++i) {
_GP(thisroom).WalkAreas[i].ScalingFar = r_data.RoomZoomLevels1[i];
_GP(thisroom).WalkAreas[i].ScalingNear = r_data.RoomZoomLevels2[i];
}
on_background_frame_change();
}
GUI::Options.DisabledStyle = static_cast(_GP(game).options[OPT_DISABLEOFF]);
// restore the queue now that the music is playing
_GP(play).music_queue_size = queuedMusicSize;
if (_GP(play).digital_master_volume >= 0) {
int temp_vol = _GP(play).digital_master_volume;
_GP(play).digital_master_volume = -1; // reset to invalid state before re-applying
System_SetVolume(temp_vol);
}
// Run audio clips on channels
// these two crossfading parameters have to be temporarily reset
const int cf_in_chan = _GP(play).crossfading_in_channel;
const int cf_out_chan = _GP(play).crossfading_out_channel;
_GP(play).crossfading_in_channel = 0;
_GP(play).crossfading_out_channel = 0;
// NOTE: channels are array of MAX_SOUND_CHANNELS+1 size
for (int i = 0; i < TOTAL_AUDIO_CHANNELS; ++i) {
const RestoredData::ChannelInfo &chan_info = r_data.AudioChans[i];
if (chan_info.ClipID < 0)
continue;
if ((size_t)chan_info.ClipID >= _GP(game).audioClips.size()) {
return new SavegameError(kSvgErr_GameObjectInitFailed,
String::FromFormat("Invalid audio clip index: %d (clip count: %zu).", chan_info.ClipID, _GP(game).audioClips.size()));
}
play_audio_clip_on_channel(i, &_GP(game).audioClips[chan_info.ClipID],
chan_info.Priority, chan_info.Repeat, chan_info.Pos);
auto *ch = AudioChans::GetChannel(i);
if (ch != nullptr) {
ch->set_volume_direct(chan_info.VolAsPercent, chan_info.Vol);
ch->set_speed(chan_info.Speed);
ch->set_panning(chan_info.Pan);
ch->_xSource = chan_info.XSource;
ch->_ySource = chan_info.YSource;
ch->_maximumPossibleDistanceAway = chan_info.MaxDist;
if ((chan_info.Flags & kSvgAudioPaused) != 0)
ch->pause();
}
}
if ((cf_in_chan > 0) && (AudioChans::GetChannel(cf_in_chan) != nullptr))
_GP(play).crossfading_in_channel = cf_in_chan;
if ((cf_out_chan > 0) && (AudioChans::GetChannel(cf_out_chan) != nullptr))
_GP(play).crossfading_out_channel = cf_out_chan;
// If there were synced audio tracks, the time taken to load in the
// different channels will have thrown them out of sync, so re-time it
// NOTE: channels are array of MAX_SOUND_CHANNELS+1 size
for (int i = 0; i < TOTAL_AUDIO_CHANNELS; ++i) {
auto *ch = AudioChans::GetChannelIfPlaying(i);
int pos = r_data.AudioChans[i].Pos;
if ((pos > 0) && (ch != nullptr)) {
ch->seek(pos);
}
}
for (int i = NUM_SPEECH_CHANS; i < _GP(game).numGameChannels; ++i) {
if (r_data.DoAmbient[i])
PlayAmbientSound(i, r_data.DoAmbient[i], _GP(ambient)[i].vol, _GP(ambient)[i].x, _GP(ambient)[i].y);
}
update_directional_sound_vol();
adjust_fonts_for_render_mode(_GP(game).options[OPT_ANTIALIASFONTS] != 0);
restore_characters();
restore_overlays();
restore_movelists();
GUI::MarkAllGUIForUpdate(true, true);
RestoreViewportsAndCameras(r_data);
_GP(play).ClearIgnoreInput(); // don't keep ignored input after save restore
update_polled_stuff();
pl_run_plugin_hooks(AGSE_POSTRESTOREGAME, 0);
if (_G(displayed_room) < 0) {
// the restart point, no room was loaded
load_new_room(_G(playerchar)->room, _G(playerchar));
first_room_initialization();
}
if ((_GP(play).music_queue_size > 0) && (_G(cachedQueuedMusic) == nullptr)) {
_G(cachedQueuedMusic) = load_music_from_disk(_GP(play).music_queue[0], 0);
}
// Test if the old-style audio had playing music and it was properly loaded
if (_G(current_music_type) > 0) {
if ((_G(crossFading) > 0 && !AudioChans::GetChannelIfPlaying(_G(crossFading))) ||
(_G(crossFading) <= 0 && !AudioChans::GetChannelIfPlaying(SCHAN_MUSIC))) {
_G(current_music_type) = 0; // playback failed, reset flag
}
}
set_game_speed(r_data.FPS);
return HSaveError::None();
}
HSaveError RestoreGameState(Stream *in, SavegameVersion svg_version) {
PreservedParams pp;
RestoredData r_data;
DoBeforeRestore(pp);
HSaveError err;
if (svg_version >= kSvgVersion_Components) {
err = SavegameComponents::ReadAll(in, svg_version, pp, r_data);
} else {
GameDataVersion use_dataver = _GP(usetup).legacysave_assume_dataver != kGameVersion_Undefined ? _GP(usetup).legacysave_assume_dataver
: _G(loaded_game_file_version);
err = restore_save_data_v321(in, use_dataver, pp, r_data);
}
if (!err)
return err;
return DoAfterRestore(pp, r_data);
}
void WriteSaveImage(Stream *out, const Bitmap *screenshot) {
// store the screenshot at the start to make it easily accessible
out->WriteInt32((screenshot == nullptr) ? 0 : 1);
if (screenshot)
serialize_bitmap(screenshot, out);
}
void WriteDescription(Stream *out, const String &user_text, const Bitmap *user_image) {
// Data format version
out->WriteInt32(kSvgVersion_Current);
soff_t env_pos = out->GetPosition();
out->WriteInt32(0);
// Environment information
StrUtil::WriteString(get_engine_name(), out);
StrUtil::WriteString(_G(EngineVersion).LongString, out);
StrUtil::WriteString(_GP(game).guid, out);
StrUtil::WriteString(_GP(game).gamename, out);
StrUtil::WriteString(_GP(ResPaths).GamePak.Name, out);
out->WriteInt32(_G(loaded_game_file_version));
out->WriteInt32(_GP(game).GetColorDepth());
out->WriteInt32(_GP(game).uniqueid);
soff_t env_end_pos = out->GetPosition();
out->Seek(env_pos, kSeekBegin);
out->WriteInt32(env_end_pos - env_pos);
out->Seek(env_end_pos, kSeekBegin);
// User description
StrUtil::WriteString(user_text, out);
WriteSaveImage(out, user_image);
}
Stream *StartSavegame(const String &filename, const String &user_text, const Bitmap *user_image) {
Stream *out = Shared::File::CreateFile(filename);
if (!out)
return nullptr;
// Initialize and write Vista header
RICH_GAME_MEDIA_HEADER vistaHeader;
memset(&vistaHeader, 0, sizeof(RICH_GAME_MEDIA_HEADER));
vistaHeader.dwMagicNumber = RM_MAGICNUMBER;
vistaHeader.dwHeaderVersion = 1;
vistaHeader.dwHeaderSize = sizeof(RICH_GAME_MEDIA_HEADER);
vistaHeader.dwThumbnailOffsetHigherDword = 0;
vistaHeader.dwThumbnailOffsetLowerDword = 0;
vistaHeader.dwThumbnailSize = 0;
convert_guid_from_text_to_binary(_GP(game).guid, &vistaHeader.guidGameId[0]);
vistaHeader.setSaveName(user_text);
vistaHeader.szLevelName[0] = 0;
vistaHeader.szComments[0] = 0;
// MS Windows Vista rich media header
vistaHeader.WriteToFile(out);
// Savegame signature
out->Write(SavegameSource::Signature, strlen(SavegameSource::Signature));
// CHECKME: what is this plugin hook suppose to mean, and if it is called here correctly
pl_run_plugin_hooks(AGSE_PRESAVEGAME, 0);
// Write descrition block
WriteDescription(out, user_text, user_image);
return out;
}
void DoBeforeSave() {
if (_GP(play).cur_music_number >= 0) {
if (IsMusicPlaying() == 0)
_GP(play).cur_music_number = -1;
}
if (_G(displayed_room) >= 0) {
// update the current room script's data segment copy
if (_G(roominst))
save_room_data_segment();
// Update the saved interaction variable values
for (size_t i = 0; i < _GP(thisroom).LocalVariables.size() && i < (size_t)MAX_GLOBAL_VARIABLES; ++i)
_G(croom)->interactionVariableValues[i] = _GP(thisroom).LocalVariables[i].Value;
}
}
void SaveGameState(Stream *out) {
DoBeforeSave();
SavegameComponents::WriteAllCommon(out);
}
void ReadPluginSaveData(Stream *in, PluginSvgVersion svg_ver, soff_t max_size) {
const soff_t start_pos = in->GetPosition();
const soff_t end_pos = start_pos + max_size;
if (svg_ver >= kPluginSvgVersion_36115) {
uint32_t num_plugins_read = in->ReadInt32();
soff_t cur_pos = start_pos;
while ((num_plugins_read--) > 0 && (cur_pos < end_pos)) {
String pl_name = StrUtil::ReadString(in);
size_t data_size = in->ReadInt32();
soff_t data_start = in->GetPosition();
auto pl_handle = AGSE_RESTOREGAME;
pl_set_file_handle(pl_handle, in);
pl_run_plugin_hook_by_name(pl_name, AGSE_RESTOREGAME, pl_handle);
pl_clear_file_handle();
// Seek to the end of plugin data, in case it ended up reading not in the end
cur_pos = data_start + data_size;
in->Seek(cur_pos, kSeekBegin);
}
} else {
String pl_name;
for (uint32_t pl_index = 0; pl_query_next_plugin_for_event(AGSE_RESTOREGAME, pl_index, pl_name); ++pl_index) {
auto pl_handle = AGSE_RESTOREGAME;
pl_set_file_handle(pl_handle, in);
pl_run_plugin_hook_by_index(pl_index, AGSE_RESTOREGAME, pl_handle);
pl_clear_file_handle();
}
}
}
void WritePluginSaveData(Stream *out) {
soff_t pluginnum_pos = out->GetPosition();
out->WriteInt32(0); // number of plugins which wrote data
uint32_t num_plugins_wrote = 0;
String pl_name;
for (uint32_t pl_index = 0; pl_query_next_plugin_for_event(AGSE_SAVEGAME, pl_index, pl_name); ++pl_index) {
// NOTE: we don't care if they really write anything,
// but count them so long as they subscribed to AGSE_SAVEGAME
num_plugins_wrote++;
// Write a header for plugin data
StrUtil::WriteString(pl_name, out);
soff_t data_size_pos = out->GetPosition();
out->WriteInt32(0); // data size
// Create a stream section and write plugin data
soff_t data_start_pos = out->GetPosition();
auto pl_handle = AGSE_SAVEGAME;
pl_set_file_handle(pl_handle, out);
pl_run_plugin_hook_by_index(pl_index, AGSE_SAVEGAME, pl_handle);
pl_clear_file_handle();
// Finalize header
soff_t data_end_pos = out->GetPosition();
out->Seek(data_size_pos, kSeekBegin);
out->WriteInt32(data_end_pos - data_start_pos);
out->Seek(0, kSeekEnd);
}
// Write number of plugins
out->Seek(pluginnum_pos, kSeekBegin);
out->WriteInt32(num_plugins_wrote);
out->Seek(0, kSeekEnd);
}
} // namespace Engine
} // namespace AGS
} // namespace AGS3