/* 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 . * */ //============================================================================= // // These functions are restoring old savegames used by engines 3.2.1 - 3.5.0. // The main point of keeping these today are to be able to compare game // behavior when running with original/older binaries and latest engine. // Perhaps the optimal solution would be to have a savegame converter instead. // //============================================================================= #include "common/std/vector.h" #include "ags/shared/core/types.h" #include "ags/engine/ac/character_extras.h" #include "ags/shared/ac/common.h" #include "ags/engine/ac/dialog.h" #include "ags/engine/ac/button.h" #include "ags/engine/ac/dynamic_sprite.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/move_list.h" #include "ags/engine/ac/overlay.h" #include "ags/shared/ac/sprite_cache.h" #include "ags/engine/ac/room_status.h" #include "ags/shared/ac/view.h" #include "ags/engine/ac/dynobj/cc_serializer.h" #include "ags/engine/ac/dynobj/dynobj_manager.h" #include "ags/engine/game/savegame.h" #include "ags/engine/game/savegame_components.h" #include "ags/engine/game/savegame_internal.h" #include "ags/engine/gui/animating_gui_button.h" #include "ags/shared/gui/gui_main.h" #include "ags/shared/gui/gui_button.h" #include "ags/shared/gui/gui_inv.h" #include "ags/shared/gui/gui_label.h" #include "ags/shared/gui/gui_listbox.h" #include "ags/shared/gui/gui_slider.h" #include "ags/shared/gui/gui_textbox.h" #include "ags/engine/media/audio/audio.h" #include "ags/plugins/plugin_engine.h" #include "ags/engine/script/script.h" #include "ags/shared/script/cc_common.h" #include "ags/shared/util/string_utils.h" namespace AGS3 { using namespace AGS::Shared; using namespace AGS::Engine; static const uint32_t MAGICNUMBER = 0xbeefcafe; inline bool AssertGameContent(HSaveError &err, int game_val, int sav_val, const char *content_name, bool warn_only = false) { if (game_val != sav_val) { String msg = String::FromFormat("Mismatching number of %s (game: %d, save: %d).", content_name, game_val, sav_val); if (warn_only) Debug::Printf(kDbgMsg_Warn, "WARNING: restored save may be incompatible: %s", msg.GetCStr()); else err = new SavegameError(kSvgErr_GameContentAssertion, msg); } return warn_only || (game_val == sav_val); } template inline bool AssertAndCopyGameContent(const std::vector &old_list, std::vector &new_list, HSaveError &err, const char *content_name, bool warn_only = false) { if (!AssertGameContent(err, old_list.size(), new_list.size(), content_name, warn_only)) return false; if (new_list.size() < old_list.size()) { size_t copy_at = new_list.size(); new_list.resize(old_list.size()); Common::copy(old_list.begin() + copy_at, old_list.end(), new_list.begin() + copy_at); } return true; } static HSaveError restore_game_head_dynamic_values(Stream *in, RestoredData &r_data) { r_data.FPS = in->ReadInt32(); r_data.CursorMode = in->ReadInt32(); r_data.CursorID = in->ReadInt32(); SavegameComponents::ReadLegacyCameraState(in, r_data); set_loop_counter(in->ReadInt32()); return HSaveError::None(); } static void restore_game_spriteset(Stream *in) { // ensure the sprite set is at least as large as it was // when the game was saved _GP(spriteset).EnlargeTo(in->ReadInt32() - 1); // they saved top_index + 1 // get serialized dynamic sprites int sprnum = in->ReadInt32(); while (sprnum) { unsigned char spriteflag = in->ReadInt8(); std::unique_ptr image(read_serialized_bitmap(in)); add_dynamic_sprite(sprnum, std::move(image)); _GP(game).SpriteInfos[sprnum].Flags = spriteflag; sprnum = in->ReadInt32(); } } static HSaveError restore_game_scripts(Stream *in, const PreservedParams &pp, RestoredData &r_data) { HSaveError err; // read the global script data segment size_t gdatasize = (uint32_t)in->ReadInt32(); if (!AssertGameContent(err, pp.GlScDataSize, gdatasize, "global script data")) return err; r_data.GlobalScript.Len = gdatasize; r_data.GlobalScript.Data.resize(gdatasize); if (gdatasize > 0) in->Read(&r_data.GlobalScript.Data.front(), gdatasize); uint32_t num_modules = (uint32_t)in->ReadInt32(); if (!AssertGameContent(err, _G(numScriptModules), num_modules, "Script Modules")) return err; r_data.ScriptModules.resize(_G(numScriptModules)); for (size_t i = 0; i < _G(numScriptModules); ++i) { size_t module_size = (uint32_t)in->ReadInt32(); if (pp.ScMdDataSize[i] != module_size) { return new SavegameError(kSvgErr_GameContentAssertion, String::FromFormat("Mismatching size of script module data, module %zu.", i)); } r_data.ScriptModules[i].Len = module_size; r_data.ScriptModules[i].Data.resize(module_size); if (module_size > 0) in->Read(&r_data.ScriptModules[i].Data.front(), module_size); } return HSaveError::None(); } static void restore_game_room_state(Stream *in, GameDataVersion data_ver) { _G(displayed_room) = in->ReadInt32(); // read the room state for all the rooms the player has been in for (int vv = 0; vv < MAX_ROOMS; vv++) { int beenhere = in->ReadInt8(); if (beenhere) { RoomStatus *roomstat = getRoomStatus(vv); roomstat->beenhere = beenhere; if (roomstat->beenhere) { roomstat->ReadFromSavegame_v321(in, data_ver); if (roomstat->tsdatasize > 0) { roomstat->tsdata.resize(roomstat->tsdatasize); in->Read(roomstat->tsdata.data(), roomstat->tsdatasize); } } } } } static void restore_game_play(Stream *in, GameDataVersion data_ver, RestoredData &r_data) { int screenfadedout_was = _GP(play).screen_is_faded_out; int roomchanges_was = _GP(play).room_changes; _GP(play).ReadFromSavegame(in, data_ver, kGSSvgVersion_OldFormat, r_data); r_data.Cameras[0].Flags = r_data.Camera0_Flags; _GP(play).screen_is_faded_out = screenfadedout_was; _GP(play).room_changes = roomchanges_was; char rbuffer[200]; // old doonceonly token length for (size_t i = 0; i < r_data.DoOnceCount; ++i) { StrUtil::ReadCStr(rbuffer, in, sizeof(rbuffer)); _GP(play).do_once_tokens.insert(rbuffer); } // Skip gui_draw_order (no longer applied from saves) in->Seek(_GP(game).numgui * sizeof(int32_t)); } static void restore_game_palette(Stream *in) { in->ReadArray(&_G(palette)[0], sizeof(RGB), 256); } static void restore_game_dialogs(Stream *in) { for (int vv = 0; vv < _GP(game).numdialog; vv++) in->ReadArrayOfInt32(&_G(dialog)[vv].optionflags[0], MAXTOPICOPTIONS); } static void restore_game_more_dynamic_values(Stream *in) { _G(mouse_on_iface) = in->ReadInt32(); in->ReadInt32(); // mouse_on_iface_button in->ReadInt32(); // mouse_pushed_iface _G(ifacepopped) = in->ReadInt32(); _G(game_paused) = in->ReadInt32(); } static HSaveError restore_game_gui(Stream *in) { // Legacy saves allowed to resize gui lists, and stored full gui data // (could be unintentional side effect). Here we emulate this for // upgraded games by letting read **less** data from saves, and copying // missing elements from reserved game data. const std::vector res_guis = std::move(_GP(guis)); const std::vector res_guibuts = std::move(_GP(guibuts)); const std::vector res_guiinv = std::move(_GP(guiinv)); const std::vector res_guilabels = std::move(_GP(guilabels)); const std::vector res_guilist = std::move(_GP(guilist)); const std::vector res_guislider = std::move(_GP(guislider)); const std::vector res_guitext = std::move(_GP(guitext)); HError guierr = GUI::ReadGUI(in, true); if (!guierr) return new SavegameError(kSvgErr_GameObjectInitFailed, guierr); HSaveError err; const bool warn_only = _GP(usetup).legacysave_let_gui_diff; if (!AssertAndCopyGameContent(res_guis, _GP(guis), err, "GUIs", warn_only) || !AssertAndCopyGameContent(res_guibuts, _GP(guibuts), err, "GUI Buttons", warn_only) || !AssertAndCopyGameContent(res_guiinv, _GP(guiinv), err, "GUI InvWindows", warn_only) || !AssertAndCopyGameContent(res_guilabels, _GP(guilabels), err, "GUI Labels", warn_only) || !AssertAndCopyGameContent(res_guilist, _GP(guilist), err, "GUI ListBoxes", warn_only) || !AssertAndCopyGameContent(res_guislider, _GP(guislider), err, "GUI Sliders", warn_only) || !AssertAndCopyGameContent(res_guitext, _GP(guitext), err, "GUI TextBoxes", warn_only)) return err; GUI::RebuildGUI(); // rebuild guis in case they were copied from reserved game data _GP(game).numgui = _GP(guis).size(); int anim_count = in->ReadInt32(); for (int i = 0; i < anim_count; ++i) { AnimatingGUIButton abtn; abtn.ReadFromSavegame(in, 0); AddButtonAnimation(abtn); } return HSaveError::None(); } static HSaveError restore_game_audiocliptypes(Stream *in) { HSaveError err; if (!AssertGameContent(err, _GP(game).audioClipTypes.size(), (uint32_t)in->ReadInt32(), "Audio Clip Types")) return err; for (size_t i = 0; i < _GP(game).audioClipTypes.size(); ++i) { _GP(game).audioClipTypes[i].ReadFromFile(in); } return HSaveError::None(); } static void restore_game_thisroom(Stream *in, RestoredData &r_data) { in->ReadArrayOfInt16(r_data.RoomLightLevels, MAX_ROOM_REGIONS); in->ReadArrayOfInt32(r_data.RoomTintLevels, MAX_ROOM_REGIONS); in->ReadArrayOfInt16(r_data.RoomZoomLevels1, MAX_WALK_AREAS); in->ReadArrayOfInt16(r_data.RoomZoomLevels2, MAX_WALK_AREAS); } static void restore_game_ambientsounds(Stream *in, RestoredData &r_data) { for (int i = 0; i < MAX_GAME_CHANNELS_v320; ++i) { _GP(ambient)[i].ReadFromFile(in); } for (int bb = NUM_SPEECH_CHANS; bb < MAX_GAME_CHANNELS_v320; bb++) { if (_GP(ambient)[bb].channel == 0) r_data.DoAmbient[bb] = 0; else { r_data.DoAmbient[bb] = _GP(ambient)[bb].num; _GP(ambient)[bb].channel = 0; } } } static void ReadOverlays_Aligned(Stream *in, std::vector &has_bitmap, size_t num_overs) { // Remember that overlay indexes may be non-sequential auto &overs = get_overlays(); for (size_t i = 0; i < num_overs; ++i) { bool has_bm; ScreenOverlay over; over.ReadFromSavegame(in, has_bm, -1); if (over.type < 0) continue; // safety abort if (overs.size() <= static_cast(over.type)) overs.resize(over.type + 1); overs[over.type] = std::move(over); if (has_bm) has_bitmap.push_back(over.type); } } static void restore_game_overlays(Stream *in, RestoredData &r_data) { size_t num_overs = in->ReadInt32(); // Remember that overlay indexes may be not sequential, // the vector may be resized during read auto &overs = get_overlays(); overs.resize(num_overs); std::vector has_bitmap; ReadOverlays_Aligned(in, has_bitmap, num_overs); for (auto over_id : has_bitmap) { r_data.OverlayImages[over_id].reset(read_serialized_bitmap(in)); } } static void restore_game_dynamic_surfaces(Stream *in, RestoredData &r_data) { // load into a temp array since ccUnserialiseObjects will destroy // it otherwise r_data.DynamicSurfaces.resize(MAX_DYNAMIC_SURFACES); for (int i = 0; i < MAX_DYNAMIC_SURFACES; ++i) { if (in->ReadInt8() == 0) { r_data.DynamicSurfaces[i].reset(); } else { r_data.DynamicSurfaces[i].reset(read_serialized_bitmap(in)); } } } static void restore_game_displayed_room_status(Stream *in, GameDataVersion data_ver, RestoredData &r_data) { int bb; for (bb = 0; bb < MAX_ROOM_BGFRAMES; bb++) r_data.RoomBkgScene[bb].reset(); if (_G(displayed_room) >= 0) { for (bb = 0; bb < MAX_ROOM_BGFRAMES; bb++) { r_data.RoomBkgScene[bb] = nullptr; if (_GP(play).raw_modified[bb]) { r_data.RoomBkgScene[bb].reset(read_serialized_bitmap(in)); } } bb = in->ReadInt32(); if (bb) _G(raw_saved_screen).reset(read_serialized_bitmap(in)); // get the current troom, in case they save in room 600 or whatever _GP(troom).ReadFromSavegame_v321(in, data_ver); if (_GP(troom).tsdatasize > 0) { _GP(troom).tsdata.resize(_GP(troom).tsdatasize); in->Read(_GP(troom).tsdata.data(), _GP(troom).tsdatasize); } else _GP(troom).tsdata.clear(); } } static HSaveError restore_game_globalvars(Stream *in) { HSaveError err; if (!AssertGameContent(err, _G(numGlobalVars), in->ReadInt32(), "Global Variables")) return err; for (int i = 0; i < _G(numGlobalVars); ++i) { _G(globalvars)[i].Read(in); } return HSaveError::None(); } static HSaveError restore_game_views(Stream *in) { HSaveError err; if (!AssertGameContent(err, _GP(game).numviews, in->ReadInt32(), "Views")) return err; for (int bb = 0; bb < _GP(game).numviews; bb++) { for (int cc = 0; cc < _GP(views)[bb].numLoops; cc++) { for (int dd = 0; dd < _GP(views)[bb].loops[cc].numFrames; dd++) { _GP(views)[bb].loops[cc].frames[dd].sound = in->ReadInt32(); _GP(views)[bb].loops[cc].frames[dd].pic = in->ReadInt32(); } } } return HSaveError::None(); } static HSaveError restore_game_audio_and_crossfade(Stream *in, GameDataVersion data_ver, RestoredData &r_data) { in->ReadInt32(); // audio clips count, ignore for (int i = 0; i < TOTAL_AUDIO_CHANNELS_v320; ++i) { RestoredData::ChannelInfo &chan_info = r_data.AudioChans[i]; chan_info.Pos = 0; chan_info.ClipID = in->ReadInt32(); if (chan_info.ClipID >= 0) { if ((size_t)chan_info.ClipID >= _GP(game).audioClips.size()) { return new SavegameError(kSvgErr_GameObjectInitFailed, String::FromFormat("Invalid audio clip index %zu (valid range is 0..%zu)", (size_t)chan_info.ClipID, _GP(game).audioClips.size() - 1)); } chan_info.Pos = in->ReadInt32(); if (chan_info.Pos < 0) chan_info.Pos = 0; chan_info.Priority = in->ReadInt32(); chan_info.Repeat = in->ReadInt32(); chan_info.Vol = in->ReadInt32(); in->ReadInt32(); // unused chan_info.VolAsPercent = in->ReadInt32(); chan_info.Pan = in->ReadInt32(); chan_info.Speed = 1000; if (data_ver >= kGameVersion_340_2) chan_info.Speed = in->ReadInt32(); } } _G(crossFading) = in->ReadInt32(); _G(crossFadeVolumePerStep) = in->ReadInt32(); _G(crossFadeStep) = in->ReadInt32(); _G(crossFadeVolumeAtStart) = in->ReadInt32(); return HSaveError::None(); } HSaveError restore_save_data_v321(Stream *in, GameDataVersion data_ver, const PreservedParams &pp, RestoredData &r_data) { HSaveError err = restore_game_head_dynamic_values(in, r_data); if (!err) return err; restore_game_spriteset(in); err = restore_game_scripts(in, pp, r_data); if (!err) return err; restore_game_room_state(in, data_ver); restore_game_play(in, data_ver, r_data); // Global character movelists for (int i = 0; i < _GP(game).numcharacters + MAX_ROOM_OBJECTS_v300 + 1; ++i) { _GP(mls)[i].ReadFromSavegame_Legacy(in); } // List of game objects, used to compare with the save contents struct ObjectCounts { int CharacterCount = _GP(game).numcharacters; int DialogCount = _GP(game).numdialog; int InvItemCount = _GP(game).numinvitems; int ViewCount = _GP(game).numviews; } objwas; GameSetupStruct::SerializeInfo info; _GP(game).GameSetupStructBase::ReadFromFile(in, data_ver, info); if (!AssertGameContent(err, objwas.CharacterCount, _GP(game).numcharacters, "Characters") || !AssertGameContent(err, objwas.DialogCount, _GP(game).numdialog, "Dialogs") || !AssertGameContent(err, objwas.InvItemCount, _GP(game).numinvitems, "Inventory Items") || !AssertGameContent(err, objwas.ViewCount, _GP(game).numviews, "Views")) return err; _GP(game).ReadFromSaveGame_v321(in); // Modified custom properties are read separately to keep existing save format _GP(play).ReadCustomProperties_v340(in, data_ver); // Character extras (runtime only data) for (int i = 0; i < _GP(game).numcharacters; ++i) { _GP(charextra)[i].ReadFromSavegame(in, kCharSvgVersion_Initial); } restore_game_palette(in); restore_game_dialogs(in); restore_game_more_dynamic_values(in); err = restore_game_gui(in); if (!err) return err; err = restore_game_audiocliptypes(in); if (!err) return err; restore_game_thisroom(in, r_data); restore_game_ambientsounds(in, r_data); restore_game_overlays(in, r_data); restore_game_dynamic_surfaces(in, r_data); restore_game_displayed_room_status(in, data_ver, r_data); err = restore_game_globalvars(in); if (!err) return err; err = restore_game_views(in); if (!err) return err; if (static_cast(in->ReadInt32()) != (MAGICNUMBER + 1)) { return new SavegameError(kSvgErr_InconsistentFormat, "Audio section header expected but not found."); } err = restore_game_audio_and_crossfade(in, data_ver, r_data); if (!err) return err; ReadPluginSaveData(in, kPluginSvgVersion_Initial, SIZE_MAX); if (static_cast(in->ReadInt32()) != MAGICNUMBER) return new SavegameError(kSvgErr_InconsistentPlugin); // save the new room music vol for later use r_data.RoomVolume = (RoomVolumeMod)in->ReadInt32(); if (ccUnserializeAllObjects(in, &_GP(ccUnserializer))) { return new SavegameError(kSvgErr_GameObjectInitFailed, String::FromFormat("Managed pool deserialization failed: %s.", cc_get_error().ErrorString.GetCStr())); } // preserve legacy music type setting _G(current_music_type) = in->ReadInt32(); return HSaveError::None(); } } // namespace AGS3