Beispiel #1
0
void GraphicsManager::showThumbnail(const Common::String &filename, int atX, int atY) {
	Common::InSaveFile *fp = g_system->getSavefileManager()->openForLoading(filename);

	if (fp == nullptr)
		return;

	bool headerBad = false;
	if (fp->readByte() != 'S')
		headerBad = true;
	if (fp->readByte() != 'L')
		headerBad = true;
	if (fp->readByte() != 'U')
		headerBad = true;
	if (fp->readByte() != 'D')
		headerBad = true;
	if (fp->readByte() != 'S')
		headerBad = true;
	if (fp->readByte() != 'A')
		headerBad = true;
	if (headerBad) {
		fatal(ERROR_GAME_LOAD_NO, filename);
		return;
	}
	char c = fp->readByte();
	while ((c = fp->readByte()))
		;

	int majVersion = fp->readByte();
	int minVersion = fp->readByte();
	int ssgVersion = VERSION(majVersion, minVersion);

	if (ssgVersion >= VERSION(1, 4)) {
		int fileWidth = fp->readUint32LE();
		int fileHeight = fp->readUint32LE();

		Graphics::TransparentSurface thumbnail;
		if (!ImgLoader::loadPNGImage(fp, &thumbnail))
			return;

		delete fp;
		fp = nullptr;


		if (atX < 0) {
			fileWidth += atX;
			atX = 0;
		}
		if (atY < 0) {
			fileHeight += atY;
			atY = 0;
		}
		if (fileWidth + atX > (int)_sceneWidth)
			fileWidth = _sceneWidth - atX;
		if (fileHeight + atY > (int)_sceneHeight)
			fileHeight = _sceneHeight - atY;

		thumbnail.blit(_backdropSurface, atX, atY, Graphics::FLIP_NONE, nullptr, TS_ARGB(255, 255, 255, 255), fileWidth, fileHeight);
		thumbnail.free();
	}
}
Beispiel #2
0
SaveStateList TinselMetaEngine::listSaves(const char *target) const {
	Common::String pattern = target;
	pattern = pattern + ".???";
	Common::StringArray files = g_system->getSavefileManager()->listSavefiles(pattern);
	sort(files.begin(), files.end());	// Sort (hopefully ensuring we are sorted numerically..)

	SaveStateList saveList;
	int slotNum = 0;
	for (Common::StringArray::const_iterator file = files.begin(); file != files.end(); ++file) {
		// Obtain the last 3 digits of the filename, since they correspond to the save slot
		slotNum = atoi(file->c_str() + file->size() - 3);

		const Common::String &fname = *file;
		Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fname);
		if (in) {
			in->readUint32LE();		// skip id
			in->readUint32LE();		// skip size
			in->readUint32LE();		// skip version
			char saveDesc[Tinsel::SG_DESC_LEN];
			in->read(saveDesc, sizeof(saveDesc));

			saveDesc[Tinsel::SG_DESC_LEN - 1] = 0;

			saveList.push_back(SaveStateDescriptor(slotNum, saveDesc));
			delete in;
		}
	}

	return saveList;
}
Beispiel #3
0
SaveStateDescriptor DreamWebMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
	Common::String filename = Common::String::format("DREAMWEB.D%02d", slot);
	Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(filename.c_str());

	if (in) {
		DreamWeb::FileHeader header;
		in->read((uint8 *)&header, sizeof(DreamWeb::FileHeader));

		Common::String saveName;
		byte descSize = header.len(0);
		byte i;

		for (i = 0; i < descSize; i++)
			saveName += (char)in->readByte();

		SaveStateDescriptor desc(slot, saveName);

		// Check if there is a ScummVM data block
		if (header.len(6) == SCUMMVM_BLOCK_MAGIC_SIZE) {
			// Skip the game data
			for (i = 1; i <= 5; i++)
				in->skip(header.len(i));

			uint32 tag = in->readUint32BE();
			if (tag != SCUMMVM_HEADER) {
				warning("ScummVM data block found, but the block header is incorrect - skipping");
				delete in;
				return desc;
			}

			byte version = in->readByte();
			if (version > SAVEGAME_VERSION) {
				warning("ScummVM data block found, but it has been saved with a newer version of ScummVM - skipping");
				delete in;
				return desc;
			}

			uint32 saveDate = in->readUint32LE();
			uint32 saveTime = in->readUint32LE();
			uint32 playTime = in->readUint32LE();
			Graphics::Surface *thumbnail = Graphics::loadThumbnail(*in);

			int day = (saveDate >> 24) & 0xFF;
			int month = (saveDate >> 16) & 0xFF;
			int year = saveDate & 0xFFFF;
			int hour = (saveTime >> 16) & 0xFF;
			int minutes = (saveTime >> 8) & 0xFF;

			desc.setSaveDate(year, month, day);
			desc.setSaveTime(hour, minutes);
			desc.setPlayTime(playTime * 1000);
			desc.setThumbnail(thumbnail);
		}

		delete in;
		return desc;
	}

	return SaveStateDescriptor();
}
Beispiel #4
0
SaveStateList AvalancheMetaEngine::listSaves(const char *target) const {
	Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
	Common::StringArray filenames;
	Common::String pattern = target;
	pattern.toUppercase();
	pattern += ".???";

	filenames = saveFileMan->listSavefiles(pattern);
	sort(filenames.begin(), filenames.end());   // Sort (hopefully ensuring we are sorted numerically..)

	SaveStateList saveList;
	for (Common::StringArray::const_iterator filename = filenames.begin(); filename != filenames.end(); ++filename) {
		const Common::String &fname = *filename;
		int slotNum = atoi(fname.c_str() + fname.size() - 3);
		if (slotNum >= 0 && slotNum <= getMaximumSaveSlot()) {
			Common::InSaveFile *file = saveFileMan->openForLoading(fname);
			if (file) {
				// Check for our signature.
				uint32 signature = file->readUint32LE();
				if (signature != MKTAG('A', 'V', 'A', 'L')) {
					warning("Savegame of incompatible type!");
					delete file;
					continue;
				}

				// Check version.
				byte saveVersion = file->readByte();
				if (saveVersion != kSavegameVersion) {
					warning("Savegame of incompatible version!");
					delete file;
					continue;
				}

				// Read name.
				uint32 nameSize = file->readUint32LE();
				if (nameSize >= 255) {
					delete file;
					continue;
				}
				char *name = new char[nameSize + 1];
				file->read(name, nameSize);
				name[nameSize] = 0;

				saveList.push_back(SaveStateDescriptor(slotNum, name));
				delete[] name;
				delete file;
			}
		}
	}

	return saveList;
}
Beispiel #5
0
void SagaEngine::fillSaveList() {

	int i;
	Common::InSaveFile *in;
	Common::StringArray filenames;
	char slot[3];
	int slotNumber;
	char *name;

	name = calcSaveFileName(MAX_SAVES);
	name[strlen(name) - 2] = '*';
	name[strlen(name) - 1] = 0;

	filenames = _saveFileMan->listSavefiles(name);

	for (i = 0; i < MAX_SAVES; i++) {
		_saveFiles[i].name[0] = 0;
		_saveFiles[i].slotNumber = (uint)-1;
	}

	_saveFilesCount = 0;

	for (Common::StringArray::iterator file = filenames.begin(); file != filenames.end(); ++file){
		//Obtain the last 2 digits of the filename, since they correspond to the save slot
		slot[0] = file->c_str()[file->size()-2];
		slot[1] = file->c_str()[file->size()-1];
		slot[2] = 0;

		slotNumber = atoi(slot);
		if (slotNumber >= 0 && slotNumber < MAX_SAVES) {
			name = calcSaveFileName(slotNumber);
			if ((in = _saveFileMan->openForLoading(name)) != NULL) {
				_saveHeader.type = in->readUint32BE();
				_saveHeader.size = in->readUint32LE();
				_saveHeader.version = in->readUint32LE();
				in->read(_saveHeader.name, sizeof(_saveHeader.name));

				if (_saveHeader.type != MKTAG('S','A','G','A')) {
					warning("SagaEngine::load wrong save %s format", name);
					i++;
					continue;
				}
				strcpy(_saveFiles[_saveFilesCount].name, _saveHeader.name);
				_saveFiles[_saveFilesCount].slotNumber = slotNumber;
				delete in;
				_saveFilesCount++;
			}
		}
	}

	qsort(_saveFiles, _saveFilesCount, sizeof(_saveFiles[0]), compareSaveFileData);
}
Beispiel #6
0
SaveStateList Sword2MetaEngine::listSaves(const char *target) const {
	Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
	Common::StringArray filenames;
	char saveDesc[SAVE_DESCRIPTION_LEN];
	Common::String pattern = target;
	pattern += ".???";

	filenames = saveFileMan->listSavefiles(pattern);
	sort(filenames.begin(), filenames.end());	// Sort (hopefully ensuring we are sorted numerically..)

	SaveStateList saveList;
	for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
		// Obtain the last 3 digits of the filename, since they correspond to the save slot
		int slotNum = atoi(file->c_str() + file->size() - 3);

		if (slotNum >= 0 && slotNum <= 999) {
			Common::InSaveFile *in = saveFileMan->openForLoading(*file);
			if (in) {
				in->readUint32LE();
				in->read(saveDesc, SAVE_DESCRIPTION_LEN);
				saveList.push_back(SaveStateDescriptor(slotNum, saveDesc));
				delete in;
			}
		}
	}

	return saveList;
}
Beispiel #7
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;
}
Beispiel #8
0
SaveStateList SwordMetaEngine::listSaves(const char *target) const {
	Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
	SaveStateList saveList;
	char saveName[40];

	Common::StringArray filenames = saveFileMan->listSavefiles("sword1.###");

	int slotNum = 0;
	for (Common::StringArray::const_iterator file = filenames.begin(); file != filenames.end(); ++file) {
		// Obtain the last 3 digits of the filename, since they correspond to the save slot
		slotNum = atoi(file->c_str() + file->size() - 3);

		if (slotNum >= 0 && slotNum <= 999) {
			Common::InSaveFile *in = saveFileMan->openForLoading(*file);
			if (in) {
				in->readUint32LE(); // header
				in->read(saveName, 40);
				saveList.push_back(SaveStateDescriptor(slotNum, saveName));
				delete in;
			}
		}
	}

	// Sort saves based on slot number.
	Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
	return saveList;
}
Beispiel #9
0
Common::Error SavesManager::loadGameState(int slot) {
	Combat &combat = *g_vm->_combat;
	EventsManager &events = *g_vm->_events;
	FileManager &files = *g_vm->_files;
	Map &map = *g_vm->_map;
	Party &party = *g_vm->_party;

	Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(
		generateSaveName(slot));
	if (!saveFile)
		return Common::kReadingFailed;

	// Load the savaegame header
	XeenSavegameHeader header;
	if (!readSavegameHeader(saveFile, header))
		error("Invalid savegame");

	// Set the total play time
	events.setPlayTime(header._totalFrames);

	// Loop through loading the sides' save archives
	SaveArchive *archives[2] = { File::_xeenSave, File::_darkSave };
	for (int idx = 0; idx < 2; ++idx) {
		uint fileSize = saveFile->readUint32LE();

		if (archives[idx]) {
			if (fileSize) {
				Common::SeekableSubReadStream arcStream(saveFile, saveFile->pos(),
					saveFile->pos() + fileSize);
				archives[idx]->load(arcStream);
			} else {
				archives[idx]->reset((idx == 1) ? File::_darkCc : File::_xeenCc);
			}
		} else {
			assert(!fileSize);
		}
	}

	// Read in miscellaneous
	files.load(*saveFile);

	// Load the character roster and party
	File::_currentSave->loadParty();

	// Reset any combat information from the previous game
	combat.reset();
	party._treasure.reset();

	// Load the new map
	map.clearMaze();
	map._loadCcNum = files._ccNum;
	map.load(party._mazeId);

	delete saveFile;
	return Common::kNoError;
}
Beispiel #10
0
SaveStateDescriptor AvalancheMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
	Common::String fileName = Common::String::format("%s.%03d", target, slot);
	Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(fileName);

	if (f) {
		// Check for our signature.
		uint32 signature = f->readUint32LE();
		if (signature != MKTAG('A', 'V', 'A', 'L')) {
			warning("Savegame of incompatible type!");
			delete f;
			return SaveStateDescriptor();
		}

		// Check version.
		byte saveVersion = f->readByte();
		if (saveVersion > kSavegameVersion) {
			warning("Savegame of a too recent version!");
			delete f;
			return SaveStateDescriptor();
		}

		// Read the description.
		uint32 descSize = f->readUint32LE();
		Common::String description;
		for (uint32 i = 0; i < descSize; i++) {
			char actChar = f->readByte();
			description += actChar;
		}

		SaveStateDescriptor desc(slot, description);

		Graphics::Surface *const thumbnail = Graphics::loadThumbnail(*f);
		desc.setThumbnail(thumbnail);

		delete f;
		return desc;
	}
	return SaveStateDescriptor();
}
Beispiel #11
0
int Minigame::loadHiscore(int minigameNum) {
	int score = 0;
	Common::String filename = _vm->getTargetName() + "-highscore.dat";
	Common::InSaveFile *file = g_system->getSavefileManager()->openForLoading(filename);
	if (file) {
		file->readByte();
		for (int i = 0; i < kMinigameCount; ++i)
			_hiScoreTable[i] = file->readUint32LE();
		delete file;
		score = _hiScoreTable[minigameNum];
	}
	return score;
}
Beispiel #12
0
uint32 Sword2Engine::getSaveDescription(uint16 slotNo, byte *description) {
	char *saveFileName = getSaveFileName(slotNo);

	Common::InSaveFile *in;

	if (!(in = _saveFileMan->openForLoading(saveFileName))) {
		return SR_ERR_FILEOPEN;
	}

	in->readUint32LE();
	in->read(description, SAVE_DESCRIPTION_LEN);

	delete in;
	return SR_OK;
}
Beispiel #13
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 #14
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;

}
Beispiel #15
0
void SagaEngine::load(const char *fileName) {
	Common::InSaveFile *in;
	int commonBufferSize;
	int sceneNumber, insetSceneNumber;
	int mapx, mapy;
	char title[TITLESIZE];

	if (!(in = _saveFileMan->openForLoading(fileName))) {
		return;
	}

	_saveHeader.type = in->readUint32BE();
	_saveHeader.size = in->readUint32LE();
	_saveHeader.version = in->readUint32LE();
	in->read(_saveHeader.name, sizeof(_saveHeader.name));

	// Some older saves were not written in an endian safe fashion.
	// We try to detect this here by checking for extremly high version values.
	// If found, we retry with the data swapped.
	if (_saveHeader.version > 0xFFFFFF) {
		warning("This savegame is not endian safe, retrying with the data swapped");
		_saveHeader.version = SWAP_BYTES_32(_saveHeader.version);
	}

	debug(2, "Save version: 0x%X", _saveHeader.version);

	if (_saveHeader.version < 4)
		warning("This savegame is not endian-safe. There may be problems");

	if (_saveHeader.type != MKTAG('S','A','G','A')) {
		error("SagaEngine::load wrong save game format");
	}

	if (_saveHeader.version > 4) {
		in->read(title, TITLESIZE);
		debug(0, "Save is for: %s", title);
	}

	if (_saveHeader.version >= 6) {
		// We don't need the thumbnail here, so just read it and discard it
		Graphics::skipThumbnail(*in);

		in->readUint32BE();	// save date
		in->readUint16BE(); // save time

		if (_saveHeader.version >= 8) {
			uint32 playTime = in->readUint32BE();
			g_engine->setTotalPlayTime(playTime * 1000);
		}
	}

	// Clear pending events here, and don't process queued music events
	_events->clearList(false);

	// Surrounding scene
	sceneNumber = in->readSint32LE();
#ifdef ENABLE_IHNM
	if (getGameId() == GID_IHNM) {
		int currentChapter = _scene->currentChapterNumber();
		_scene->setChapterNumber(in->readSint32LE());
		in->skip(4);	// obsolete, was used for setting the protagonist
		if (_scene->currentChapterNumber() != currentChapter)
			_scene->changeScene(-2, 0, kTransitionFade, _scene->currentChapterNumber());
		_scene->setCurrentMusicTrack(in->readSint32LE());
		_scene->setCurrentMusicRepeat(in->readSint32LE());
		_music->stop();
		if (_scene->currentChapterNumber() == 8)
			_interface->setMode(kPanelChapterSelection);
		if (!isIHNMDemo()) {
			_music->play(_music->_songTable[_scene->getCurrentMusicTrack()], _scene->getCurrentMusicRepeat() ? MUSIC_LOOP : MUSIC_NORMAL);
		} else {
			_music->play(3, MUSIC_LOOP);
		}
	}
#endif

	// Inset scene
	insetSceneNumber = in->readSint32LE();

#ifdef ENABLE_IHNM
	if (getGameId() == GID_IHNM) {
		_globalFlags = in->readUint32LE();
		for (int i = 0; i < ARRAYSIZE(_ethicsPoints); i++)
			_ethicsPoints[i] = in->readSint16LE();
	}
#endif

	_interface->loadState(in);

	_actor->loadState(in);

	commonBufferSize = in->readSint16LE();
	_script->_commonBuffer.resize(commonBufferSize);
	in->read(_script->_commonBuffer.getBuffer(), commonBufferSize);

	if (getGameId() == GID_ITE) {
		mapx = in->readSint16LE();
		mapy = in->readSint16LE();
		_isoMap->setMapPosition(mapx, mapy);
	}
	// Note: the mapx, mapy ISO map positions were incorrectly saved
	// for IHNM too, which has no ISO map scenes, up to save version 6.
	// Since they're at the end of the savegame, we just ignore them

	delete in;

	// Mute volume to prevent outScene music play
	int volume = _music->getVolume();
	_music->setVolume(0);

	_scene->clearSceneQueue();
	_scene->changeScene(sceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade);

	_events->handleEvents(0); //dissolve backgrounds

	if (insetSceneNumber != sceneNumber) {
		_render->setFlag(RF_DISABLE_ACTORS);
		_scene->draw();
		_render->drawScene();
		_render->clearFlag(RF_DISABLE_ACTORS);
		_scene->changeScene(insetSceneNumber, ACTOR_NO_ENTRANCE, kTransitionNoFade);
	}

	_music->setVolume(volume);

	_interface->draw();

	// Abort any scene entry protagonist animations and auto-cue speeches.
	// Fixes bug #10009.
	_actor->abortAllSpeeches();
	_actor->_protagonist->_location = _actor->_protagonist->_finalTarget;
	_actor->actorEndWalk(ID_PROTAG, true);
}
Beispiel #16
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 #17
0
bool AvalancheEngine::loadGame(const int16 slot) {
	Common::String fileName = getSaveFileName(slot);
	Common::InSaveFile *f = g_system->getSavefileManager()->openForLoading(fileName);
	if (!f)
		return false;

	uint32 signature = f->readUint32LE();
	if (signature != MKTAG('A', 'V', 'A', 'L'))
		return false;

	// Check version. We can't restore from obsolete versions.
	byte saveVersion = f->readByte();
	if (saveVersion > kSavegameVersion) {
		warning("Savegame of incompatible version!");
		delete f;
		return false;
	}

	// Read the description.
	uint32 descSize = f->readUint32LE();
	Common::String description;
	for (uint32 i = 0; i < descSize; i++) {
		char actChar = f->readByte();
		description += actChar;
	}

	description.toUppercase();
	Graphics::skipThumbnail(*f);

	// Read the time the game was saved.
	TimeDate t;
	t.tm_mday = f->readSint16LE();
	t.tm_mon = f->readSint16LE();
	t.tm_year = f->readSint16LE();

	resetAllVariables();

	Common::Serializer sz(f, NULL);
	synchronize(sz);
	delete f;

	_isLoaded = true;

	_animationsEnabled = false;

	if (_holdTheDawn) {
		_holdTheDawn = false;
		fadeIn();
	}

	_background->release();
	minorRedraw();
	_dropdown->setup();
	setRoom(kPeopleAvalot, _room);
	_alive = true;
	refreshObjectList();
	_animation->updateSpeed();
	drawDirection();
	_animation->animLink();
	_background->update();

	Common::String tmpStr = Common::String::format("%cLoaded: %c%s.ASG%c%c%c%s%c%csaved on %s.",
		kControlItalic, kControlRoman, description.c_str(), kControlCenter, kControlNewLine,
		kControlNewLine, _roomnName.c_str(), kControlNewLine, kControlNewLine,
		expandDate(t.tm_mday, t.tm_mon, t.tm_year).c_str());
	_dialogs->displayText(tmpStr);

	AnimationType *avvy = _animation->_sprites[0];
	if (avvy->_quick && avvy->_visible)
		_animation->setMoveSpeed(0, _animation->getDirection()); // We push Avvy in the right direction is he was moving.

	return true;
}
Beispiel #18
0
SaveStateDescriptor SagaMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
	static char fileName[MAX_FILE_NAME];
	sprintf(fileName, "%s.s%02d", target, slot);
	char title[TITLESIZE];

	Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(fileName);

	if (in) {
		uint32 type = in->readUint32BE();
		in->readUint32LE();		// size
		uint32 version = in->readUint32LE();
		char name[SAVE_TITLE_SIZE];
		in->read(name, sizeof(name));

		SaveStateDescriptor desc(slot, name);

		// Some older saves were not written in an endian safe fashion.
		// We try to detect this here by checking for extremly high version values.
		// If found, we retry with the data swapped.
		if (version > 0xFFFFFF) {
			warning("This savegame is not endian safe, retrying with the data swapped");
			version = SWAP_BYTES_32(version);
		}

		debug(2, "Save version: 0x%X", version);

		if (version < 4)
			warning("This savegame is not endian-safe. There may be problems");

		if (type != MKTAG('S','A','G','A')) {
			error("SagaEngine::load wrong save game format");
		}

		if (version > 4) {
			in->read(title, TITLESIZE);
			debug(0, "Save is for: %s", title);
		}

		if (version >= 6) {
			Graphics::Surface *const thumbnail = Graphics::loadThumbnail(*in);
			desc.setThumbnail(thumbnail);

			uint32 saveDate = in->readUint32BE();
			uint16 saveTime = in->readUint16BE();

			int day = (saveDate >> 24) & 0xFF;
			int month = (saveDate >> 16) & 0xFF;
			int year = saveDate & 0xFFFF;

			desc.setSaveDate(year, month, day);

			int hour = (saveTime >> 8) & 0xFF;
			int minutes = saveTime & 0xFF;

			desc.setSaveTime(hour, minutes);

			if (version >= 8) {
				uint32 playTime = in->readUint32BE();
				desc.setPlayTime(playTime * 1000);
			}
		}

		delete in;

		return desc;
	}