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