Beispiel #1
0
bool GameDatabaseV3::getSavegameDescription(const char *filename, Common::String &description, int16 version) {
	Common::InSaveFile *in;
	char desc[64];

	if (!(in = g_system->getSavefileManager()->openForLoading(filename))) {
		return false;
	}

	uint32 header = in->readUint32BE();
	if (header != MKTAG('S','G','A','M')) {
		warning("Save game header missing");
		delete in;
		return false;
	}

	int32 size = in->readUint32LE();
	if (size != in->size() - 64) {
		warning("Unexpected save game size. Expected %d, size is %d (file size - 64)", size, in->size() - 64);
		delete in;
		return false;
	}

	int16 saveVersion = in->readUint16LE();
	if (saveVersion != version) {
		warning("Save game %s was saved with a different version of the game. Game version is %d, save version is %d", filename, version, saveVersion);
		delete in;
		return false;
	}

	in->read(desc, 64);
	description = desc;

	delete in;
	return true;
}
bool LabEngine::loadGame(int slot) {
	Common::String fileName = generateSaveFileName(slot);
	Common::SaveFileManager *saveFileManager = _system->getSavefileManager();
	Common::InSaveFile *file = saveFileManager->openForLoading(fileName);

	if (!file)
		return false;

	SaveGameHeader header;
	if (!readSaveGameHeader(file, header)) {
		delete file;
		return false;
	}

	_roomNum = file->readUint16LE();
	_music->checkRoomMusic(1, _roomNum);
	_direction = file->readUint16LE();
	setQuarters(file->readUint16LE());

	// Conditions
	for (int i = 0; i < _conditions->_lastElement / (8 * 2); i++)
		_conditions->_array[i] = file->readUint16LE();

	// Rooms found
	for (int i = 0; i < _roomsFound->_lastElement / (8 * 2); i++)
		_roomsFound->_array[i] = file->readUint16LE();

	_specialLocks->load(file);

	// Breadcrumbs
	for (int i = 0; i < MAX_CRUMBS; i++) {
		_breadCrumbs[i]._crumbRoomNum = file->readUint16LE();
		_breadCrumbs[i]._crumbDirection = file->readUint16LE();
	}

	_droppingCrumbs = (_breadCrumbs[0]._crumbRoomNum != 0);
	_followingCrumbs = false;

	for (int i = 0; i < MAX_CRUMBS; i++) {
		if (_breadCrumbs[i]._crumbRoomNum == 0)
			break;
		_numCrumbs = i;
	}

	delete file;

	_curFileName = " ";
	_closeDataPtr = nullptr;
	_followingCrumbs = false;
	_graphics->_longWinInFront = false;
	_event->initMouse();

	_mainDisplay = true;
	_alternate = false;
	_event->simulateEvent();
	_graphics->screenUpdate();

	return true;
}
Beispiel #3
0
Common::Error ToucheEngine::loadGameState(int num) {
	bool loadOk = false;
	Common::String gameStateFileName = generateGameStateFileName(_targetName.c_str(), num);
	Common::InSaveFile *f = _saveFileMan->openForLoading(gameStateFileName);
	if (f) {
		uint16 version = f->readUint16LE();
		if (version < kCurrentGameStateVersion) {
			warning("Unsupported gamestate version %d (index %d)", version, num);
		} else {
			f->skip(2 + kGameStateDescriptionLen);
			loadGameStateData(f);
			if (f->err() || f->eos()) {
				warning("Can't read file '%s'", gameStateFileName.c_str());
			} else {
				loadOk = true;
			}
		}
		delete f;
	}
	return loadOk ? Common::kNoError : Common::kUnknownError;
}
Beispiel #4
0
int16 GameDatabaseV3::loadgame(const char *filename, int16 version) {
	Common::InSaveFile *in;
	uint32 expectedSize = 4 + 4 + 2 + _gameStateSize;

	if (!(in = g_system->getSavefileManager()->openForLoading(filename))) {
		warning("Can't open file '%s', game not loaded", filename);
		return 1;
	}

	uint32 header = in->readUint32BE();
	if (header != MKTAG('S','G','A','M')) {
		warning("Save game header missing");
		delete in;
		return 1;
	}

	uint32 size = in->readUint32LE();
	int16 saveVersion = in->readUint16LE();

	if (saveVersion != version) {
		warning("Save game %s was saved with a different version of the game. Game version is %d, save version is %d", filename, version, saveVersion);
		delete in;
		return 1;
	}

	if (size != expectedSize) {
		warning("Unexpected save game size. Expected %d, size is %d", expectedSize, size);
		delete in;
		return 1;
	}

	in->skip(64); // skip savegame description
	in->read(_gameState, _gameStateSize);
	delete in;

	_objectPropertyCache.clear();	// make sure to clear cache

	return 0;
}
Beispiel #5
0
void ToltecsEngine::loadgame(const char *filename) {
	Common::InSaveFile *in;
	if (!(in = g_system->getSavefileManager()->openForLoading(filename))) {
		warning("Can't open file '%s', game not loaded", filename);
		return;
	}

	SaveHeader header;

	kReadSaveHeaderError errorCode = readSaveHeader(in, false, header);
	
	if (errorCode != kRSHENoError) {
		warning("Error loading savegame '%s'", filename);
		delete in;
		return;
	}
	
	_sound->stopAll();
	_music->stopSequence();
	g_engine->setTotalPlayTime(header.playTime * 1000);

	_cameraX = in->readUint16LE();
	_cameraY = in->readUint16LE();
	_cameraHeight = in->readUint16LE();

	_guiHeight = in->readUint16LE();

	_sceneWidth = in->readUint16LE();
	_sceneHeight = in->readUint16LE();
	_sceneResIndex = in->readUint32LE();

	_walkSpeedX = in->readUint16LE();
	_walkSpeedY = in->readUint16LE();

	_counter01 = in->readUint32LE();
	_counter02 = in->readUint32LE();
	_movieSceneFlag = in->readByte() != 0;
	_flag01 = in->readByte();

	_mouseX = in->readUint16LE();
	_mouseY = in->readUint16LE();
	_mouseDisabled = in->readUint16LE();
	
	_system->warpMouse(_mouseX, _mouseY);
 	_system->showMouse(_mouseDisabled == 0);

	_palette->loadState(in);
	_script->loadState(in);
	_anim->loadState(in);
	_screen->loadState(in);
	if (header.version >= 2)
		_sound->loadState(in);
	if (header.version >= 3)
		_music->loadState(in);

	delete in;

	loadScene(_sceneResIndex);

	_newCameraX = _cameraX;
	_newCameraY = _cameraY;
}
Beispiel #6
0
void BbvsEngine::loadgame(const char *filename) {
	Common::InSaveFile *in;
	if (!(in = g_system->getSavefileManager()->openForLoading(filename))) {
		warning("Can't open file '%s', game not loaded", filename);
		return;
	}

	SaveHeader header;

	kReadSaveHeaderError errorCode = readSaveHeader(in, false, header);
	
	if (errorCode != kRSHENoError) {
		warning("Error loading savegame '%s'", filename);
		delete in;
		return;
	}
	
	g_engine->setTotalPlayTime(header.playTime * 1000);
	
	memset(_sceneObjects, 0, sizeof(_sceneObjects));
	for (int i = 0; i < kSceneObjectsCount; ++i) {
		_sceneObjects[i].walkDestPt.x = -1;
		_sceneObjects[i].walkDestPt.y = -1;
	}

	_currSceneNum = 0;
	_newSceneNum = in->readUint32LE();
	
	initScene(false);

	_prevSceneNum = in->readUint32LE();
	_gameState = in->readUint32LE();
	_mouseCursorSpriteIndex = in->readUint32LE();
	_mousePos.x = in->readUint16LE();
	_mousePos.y = in->readUint16LE();
	_currVerbNum = in->readUint32LE();
	_activeItemType = in->readUint32LE();
	_activeItemIndex = in->readUint32LE();
	_verbPos.x = in->readUint16LE();
	_verbPos.y = in->readUint16LE();
	_inventoryButtonIndex = in->readUint32LE();
	_currInventoryItem = in->readUint32LE();
	_currTalkObjectIndex = in->readUint32LE();
	_currCameraNum = in->readUint32LE();
	_cameraPos.x = in->readUint16LE();
	_cameraPos.y = in->readUint16LE();
	_newCameraPos.x = in->readUint16LE();
	_newCameraPos.y = in->readUint16LE();
	_dialogSlotCount = in->readUint32LE();
	_walkMousePos.x = in->readUint16LE();
	_walkMousePos.y = in->readUint16LE();
	in->read(_backgroundSoundsActive, kSceneSoundsCount);
	in->read(_inventoryItemStatus, kInventoryItemStatusCount);
	in->read(_dialogItemStatus, kDialogItemStatusCount);
	in->read(_gameVars, kGameVarsCount);
	in->read(_sceneVisited, kSceneVisitedCount);
	for (int i = 0; i < _gameModule->getSceneObjectDefsCount(); ++i) {
		SceneObject *obj = &_sceneObjects[i];
		obj->x = in->readUint32LE();
		obj->y = in->readUint32LE();
		obj->animIndex = in->readUint32LE();
		obj->frameIndex = in->readUint32LE();
		obj->frameTicks = in->readUint32LE();
		obj->walkCount = in->readUint32LE();
		obj->xIncr = in->readUint32LE(); 
		obj->yIncr = in->readUint32LE();
		obj->turnValue = in->readUint32LE(); 
		obj->turnCount = in->readUint32LE(); 
		obj->turnTicks = in->readUint32LE();
		obj->walkDestPt.x = in->readUint16LE();
		obj->walkDestPt.y = in->readUint16LE();
		obj->anim = obj->animIndex > 0 ? _gameModule->getAnimation(obj->animIndex) : 0;
	}
	
	updateWalkableRects();

	// Restart scene background sounds
	for (int i = 0; i < _gameModule->getSceneSoundsCount(); ++i) {
		if (_backgroundSoundsActive[i]) {
			SceneSound *sceneSound = _gameModule->getSceneSound(i);
			playSound(sceneSound->soundNum, true);
		}
	}

	_currAction = 0;
	_currActionCommandIndex = -1;

	delete in;

}