Beispiel #1
0
int32 NotesHandler::getSize() {
	Common::String fileName = _file->build();

	if (fileName.empty())
		return -1;

	Common::InSaveFile *saveFile;

	SaveConverter_Notes converter(_vm, _notesSize, fileName);
	if (converter.isOldSave(&saveFile)) {
		// Old save, get the size olden-style

		int32 size = saveFile->size();

		delete saveFile;
		return size;
	}

	SaveReader reader(1, 0, fileName);
	SaveHeader header;

	if (!reader.load())
		return -1;

	if (!reader.readPartHeader(0, &header))
		return -1;

	// Return the part's size
	return header.getSize();
}
Beispiel #2
0
bool MystGameState::load(const Common::String &filename) {
    Common::InSaveFile *loadFile = _saveFileMan->openForLoading(filename);
    if (!loadFile)
        return false;

    debugC(kDebugSaveLoad, "Loading game from '%s'", filename.c_str());

    // First, let's make sure we're using a saved game file from this version of Myst
    // By checking length of file...
    int32 size = loadFile->size();
    if (size != 664 && size != 601) {
        warning("Incompatible saved game version");
        delete loadFile;
        return false;
    }

    Common::Serializer s(loadFile, 0);
    syncGameState(s, size == 664);
    delete loadFile;

    // Set our default cursor
    if (_globals.heldPage == 0 || _globals.heldPage > 13)
        _vm->setMainCursor(kDefaultMystCursor);
    else if (_globals.heldPage < 7)
        _vm->setMainCursor(kBluePageCursor);
    else if (_globals.heldPage < 13)
        _vm->setMainCursor(kRedPageCursor);
    else // if (globals.heldPage == 13)
        _vm->setMainCursor(kWhitePageCursor);

    // Switch us back to the intro stack, to the linking book
    _vm->changeToStack(kIntroStack, 5, 0, 0);

    return true;
}
Beispiel #3
0
uint32 SaveConverter::getActualSize(Common::InSaveFile **save) const {
    Common::InSaveFile *saveFile = openSave();

    if (!saveFile)
        return false;

    // Is it a valid new save?
    if (SaveContainer::isSave(*saveFile)) {
        delete saveFile;
        return false;
    }

    int32 saveSize = saveFile->size();

    if (saveSize <= 0) {
        delete saveFile;
        return 0;
    }

    if (save)
        *save = saveFile;
    else
        delete saveFile;

    return saveSize;
}
Beispiel #4
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 #5
0
void SaveLoad::loadStream(GameId id) {
	Common::InSaveFile *save = openForLoading(id);
	if (save->size() < 32)
		error("SaveLoad::init - Savegame seems to be corrupted (not enough data: %i bytes)", save->size());

	if (!_savegame)
		error("SaveLoad::loadStream: savegame stream is invalid");

	// Load all savegame data
	uint8* buf = new uint8[8192];
	while (!save->eos() && !save->err()) {
		_engine->pollEvents();

		uint32 count = save->read(buf, sizeof(buf));
		if (count) {
			uint32 w = _savegame->write(buf, count);
			assert (w == count);
		}
	}

	if (save->err())
		error("SaveLoad::init - Error reading savegame");

	delete[] buf;
	delete save;

	// Move back to the beginning of the stream
	_savegame->seek(0);
}
Beispiel #6
0
static byte *readSavegameThumbnail(const Common::String &filename, uint &fileSize, bool &isPNG) {
	byte *pFileData;
	Common::SaveFileManager *sfm = g_system->getSavefileManager();
	Common::InSaveFile *file = sfm->openForLoading(lastPathComponent(filename, '/'));
	if (!file)
		error("Save file \"%s\" could not be loaded.", filename.c_str());

	// Seek to the actual PNG image
	loadString(*file);		// Marker (BS25SAVEGAME)
	Common::String storedVersionID = loadString(*file);		// Version
	if (storedVersionID != "SCUMMVM1")
		loadString(*file);

	loadString(*file);		// Description
	uint32 compressedGamedataSize = atoi(loadString(*file).c_str());
	loadString(*file);		// Uncompressed game data size
	file->skip(compressedGamedataSize);	// Skip the game data and move to the thumbnail itself
	uint32 thumbnailStart = file->pos();

	fileSize = file->size() - thumbnailStart;

	// Check if the thumbnail is in our own format, or a PNG file.
	uint32 header = file->readUint32BE();
	isPNG = (header != MKTAG('S','C','R','N'));
	file->seek(-4, SEEK_CUR);

	pFileData = new byte[fileSize];
	file->read(pFileData, fileSize);
	delete file;

	return pFileData;
}
Beispiel #7
0
byte *PackageManager::getFile(const Common::String &fileName, uint *fileSizePtr) {
	const Common::String B25S_EXTENSION(".b25s");
	Common::SeekableReadStream *in;

	if (fileName.hasSuffix(B25S_EXTENSION)) {
		// Savegame loading logic
		Common::SaveFileManager *sfm = g_system->getSavefileManager();
		Common::InSaveFile *file = sfm->openForLoading(
			FileSystemUtil::getPathFilename(fileName));
		if (!file) {
			BS_LOG_ERRORLN("Could not load savegame \"%s\".", fileName.c_str());
			return 0;
		}

		if (fileSizePtr)
			*fileSizePtr = file->size();

		byte *buffer = new byte[file->size()];
		file->read(buffer, file->size());
		
		delete file;
		return buffer;
	}

	Common::ArchiveMemberPtr fileNode = getArchiveMember(normalizePath(fileName, _currentDirectory));
	if (!fileNode)
		return 0;
	if (!(in = fileNode->createReadStream()))
		return 0;

	// If the filesize is desired, then output the size
	if (fileSizePtr)
		*fileSizePtr = in->size();

	// Read the file
	byte *buffer = new byte[in->size()];
	int bytesRead = in->read(buffer, in->size());
	delete in;

	if (!bytesRead) {
		delete[] buffer;
		return NULL;
	}

	return buffer;
}
Beispiel #8
0
void SaveLoadManager::load(const Common::String &file, byte *buf) {
	Common::InSaveFile *savefile = g_system->getSavefileManager()->openForLoading(file);
	if (savefile == NULL)
		error("Error opening file - %s", file.c_str());

	int32 filesize = savefile->size();
	savefile->read(buf, filesize);
	delete savefile;
}
Beispiel #9
0
bool CGE2Engine::loadGame(int slotNumber) {
	Common::MemoryReadStream *readStream;

	// Open up the savegame file
	Common::String slotName = generateSaveName(slotNumber);
	Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(slotName);

	// Read the data into a data buffer
	int size = saveFile->size();
	byte *dataBuffer = (byte *)malloc(size);
	saveFile->read(dataBuffer, size);
	readStream = new Common::MemoryReadStream(dataBuffer, size, DisposeAfterUse::YES);
	delete saveFile;

	// Check to see if it's a ScummVM savegame or not
	char buffer[kSavegameStrSize + 1];
	readStream->read(buffer, kSavegameStrSize + 1);

	if (strncmp(buffer, kSavegameStr, kSavegameStrSize + 1) != 0) {
		delete readStream;
		return false;
	} else {
		SavegameHeader saveHeader;

		if (!readSavegameHeader(readStream, saveHeader)) {
			delete readStream;
			return false;
		}

		// Delete the thumbnail
		saveHeader.thumbnail->free();
		delete saveHeader.thumbnail;
	}

	resetGame();

	// Get in the savegame
	syncGame(readStream, nullptr);
	delete readStream;

	loadHeroes();

	return true;
}
Beispiel #10
0
SaveStateList WageMetaEngine::listSaves(const char *target) const {
	const uint32 WAGEflag = MKTAG('W','A','G','E');
	Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
	Common::StringArray filenames;
	char saveDesc[128] = {0};
	Common::String pattern = target;
	pattern += ".###";

	filenames = saveFileMan->listSavefiles(pattern);

	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) {
				saveDesc[0] = 0;
				in->seek(in->size() - 8);
				uint32 offset = in->readUint32BE();
				uint32 type = in->readUint32BE();
				if (type == WAGEflag) {
					in->seek(offset);

					type = in->readUint32BE();
					if (type == WAGEflag) {
						in->read(saveDesc, 127);
					}
				}
				saveList.push_back(SaveStateDescriptor(slotNum, saveDesc));
				delete in;
			}
		}
	}

	// Sort saves based on slot number.
	Common::sort(saveList.begin(), saveList.end(), SaveStateDescriptorSlotComparator());
	return saveList;
}
Beispiel #11
0
Common::Error KyraEngine_HoF::loadGameState(int slot) {
	const char *fileName = getSavegameFilename(slot);

	SaveHeader header;
	Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
	if (!saveFile) {
		showMessageFromCCode(0x35, 0x84, 0);
		snd_playSoundEffect(0x0D);
		return Common::kUnknownError;
	}

	if (header.originalSave)
		warning("Trying to load savegame from original interpreter, while this is possible, it is not officially supported");

	bool setFlag1EE = (queryGameFlag(0x1EE) != 0);

	_deathHandler = -1;
	if (!_unkSceneScreenFlag1) {
		_sound->beginFadeOut();
		_system->delayMillis(5 * _tickLength);
		_lastMusicCommand = -1;
	}

	int loadedZTable = _characterShapeFile;

	Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);

	_screen->hideMouse();

	if (!header.originalSave) {
		_timer->loadDataFromFile(in, header.version);

		uint32 flagsSize = in.readUint32BE();
		assert(flagsSize <= sizeof(_flagsTable));
		in.read(_flagsTable, flagsSize);
	}

	// usually we have to save the flag set by opcode 10 here
	//word_2AB05 = in.readUint16();
	if (header.originalSave)
		in.readUint16();
	_lastMusicCommand = in.readSint16();
	_newChapterFile = in.readByte();
	_characterShapeFile = in.readByte();
	_cauldronState = in.readByte();
	_colorCodeFlag1 = in.readByte();
	_colorCodeFlag2 = in.readByte();
	_bookCurPage = in.readByte();
	_bookMaxPage = in.readByte();
	for (int i = 0; i < 7; ++i)
		_presetColorCode[i] = in.readByte();
	for (int i = 0; i < 7; ++i)
		_inputColorCode[i] = in.readByte();
	for (int i = 0; i < 25; ++i)
		_cauldronTable[i] = in.readSint16();
	for (int i = 0; i < 20; ++i)
		_hiddenItems[i] = in.readSint16();

	if (header.originalSave) {
		assert(sizeof(_flagsTable) >= 0x41);
		in.read(_flagsTable, 0x41);
	}

	for (int i = 0; i < 19; ++i)
		in.read(_conversationState[i], 14);

	if (!header.originalSave) {
		in.read(_newSceneDlgState, 32);
	} else {
		for (int i = 0; i < 31; ++i)
			_newSceneDlgState[i] = in.readUint16();
	}

	_cauldronUseCount = in.readSint16();

	if (header.originalSave)
		in.seek(6, SEEK_CUR);

	_mainCharacter.sceneId = in.readUint16();
	_mainCharacter.dlgIndex = in.readSint16();
	_mainCharacter.height = in.readByte();
	_mainCharacter.facing = in.readByte();
	_mainCharacter.animFrame = in.readUint16();

	if (header.version <= 10 || header.originalSave)
		in.seek(3, SEEK_CUR);

	for (int i = 0; i < 20; ++i)
		_mainCharacter.inventory[i] = in.readUint16();
	_mainCharacter.x1 = in.readSint16();
	_mainCharacter.y1 = in.readSint16();
	_mainCharacter.x2 = in.readSint16();
	_mainCharacter.y2 = in.readSint16();

	for (int i = 0; i < 30; ++i) {
		_itemList[i].id = in.readSint16();
		_itemList[i].sceneId = in.readUint16();
		_itemList[i].x = in.readSint16();
		_itemList[i].y = in.readByte();
		if (header.version <= 9 || header.originalSave)
			in.readUint16();
	}

	for (int i = 0; i < 72; ++i) {
		in.read(_talkObjectList[i].filename, 13);
		_talkObjectList[i].scriptId = in.readByte();
		_talkObjectList[i].x = in.readSint16();
		_talkObjectList[i].y = in.readSint16();
		_talkObjectList[i].color = in.readByte();
	}

	for (int i = 0; i < 86; ++i) {
		if (!header.originalSave) {
			in.read(_sceneList[i].filename1, 10);
		} else {
			in.read(_sceneList[i].filename1, 9);
			_sceneList[i].filename1[9] = 0;
		}

		_sceneList[i].exit1 = in.readUint16();
		_sceneList[i].exit2 = in.readUint16();
		_sceneList[i].exit3 = in.readUint16();
		_sceneList[i].exit4 = in.readUint16();
		_sceneList[i].flags = in.readByte();
		_sceneList[i].sound = in.readByte();
	}

	_itemInHand = in.readSint16();

	if (header.originalSave) {
		uint32 currentTime = _system->getMillis();

		for (int i = 0; i < 6; ++i)
			_timer->setDelay(i, in.readSint32LE());

		for (int i = 0; i < 6; ++i) {
			if (in.readUint16LE())
				_timer->enable(i);
			else
				_timer->disable(i);
		}

		for (int i = 0; i < 6; ++i)
			_timer->setNextRun(i, currentTime + (in.readUint32LE() * _tickLength));

		_timer->resetNextRun();
	}

	_sceneExit1 = in.readUint16();
	_sceneExit2 = in.readUint16();
	_sceneExit3 = in.readUint16();
	_sceneExit4 = in.readUint16();

	if (saveFile->err() || saveFile->eos()) {
		warning("Load failed ('%s', '%s').", fileName, header.description.c_str());
		return Common::kUnknownError;
	} else {
		debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", header.description.c_str());
	}

	if (loadedZTable != _characterShapeFile)
		loadCharacterShapes(_characterShapeFile);

	_screen->loadBitmap("_PLAYFLD.CPS", 3, 3, 0);
	if (!queryGameFlag(1))
		_screen->copyRegion(0xCE, 0x90, 0xCE, 0x90, 0x2C, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);
	if (!queryGameFlag(2))
		_screen->copyRegion(0xFA, 0x90, 0xFA, 0x90, 0x46, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);
	_screen->loadBitmap("_PLAYALL.CPS", 3, 3, 0);
	if (queryGameFlag(1))
		_screen->copyRegion(0xCE, 0x90, 0xCE, 0x90, 0x2C, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);
	if (queryGameFlag(2))
		_screen->copyRegion(0xFA, 0x90, 0xFA, 0x90, 0x46, 0x2C, 2, 0, Screen::CR_NO_P_CHECK);

	redrawInventory(0);
	int cauldronUseCount = _cauldronUseCount;
	setCauldronState(_cauldronState, 0);
	_cauldronUseCount = cauldronUseCount;
	_mainCharX = _mainCharacter.x2 = _mainCharacter.x1;
	_mainCharY = _mainCharacter.y2 = _mainCharacter.y1;
	_mainCharacter.facing = 4;

	enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
	setDelayedCursorUpdate();

	if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
		snd_playWanderScoreViaMap(_lastMusicCommand, 1);

	while (!_screen->isMouseVisible())
		_screen->showMouse();

	setTimer1DelaySecs(7);
	_shownMessage = " ";
	_fadeMessagePalette = false;

	if (setFlag1EE)
		setGameFlag(0x1EE);

	// We didn't explicitly set the walk speed, but it's saved as part of
	// the _timers array, so we need to re-sync it with _configWalkspeed.
	setWalkspeed(_configWalkspeed);

	return Common::kNoError;
}
Beispiel #12
0
Common::InSaveFile *SaveLoad::openForLoading(const Common::String &target, int slot, SaveStateDescriptor *descriptor) {
	// Validate the slot number
	if (!isSlotValid(slot)) {
		return nullptr;
	}

	// Open the savefile
	Common::String savename = getSlotSaveName(target, slot);
	Common::InSaveFile *savefile = g_system->getSavefileManager()->openForLoading(savename);
	if (!savefile) {
		return nullptr;
	}

	// Read the savefile version
	uint8 version;
	if (savefile->size() == 1024) {
		version = 0;
	} else {
		version = savefile->readByte();
	}

	// Verify we can read this version
	if (version > SUPPORTED_SAVEFILE_VERSION) {
		//TODO: show the error about unsupported savefile version
	}

	// Save the current position as the start for the engine data
	int metaDataSize = savefile->pos();

	// Fill the SaveStateDescriptor if it was provided
	if (descriptor) {
		// Initialize the SaveStateDescriptor
		descriptor->setSaveSlot(slot);

		// TODO: Add extra information
		//setSaveDate(int year, int month, int day)
		//setSaveTime(int hour, int min)
		//setPlayTime(int hours, int minutes)

		// Read the savegame description
		Common::String description;
		unsigned char c = 1;
		for (int i = 0; (c != 0) && (i < 15); i++) {
			c = savefile->readByte();
			switch (c) {
				case 0:
					break;
				case 16: // @
				// fall through intended
				case 254: // . (generated when pressing space)
					c = ' ';
					break;
				case 244: // $
					c = 0;
					break;
				default:
					c += 0x30;
			}
			if (c != 0) {
				description += c;
			}
		}
		descriptor->setDescription(description);
	}

	// Return a substream, skipping the metadata
	Common::SeekableSubReadStream *sub = new Common::SeekableSubReadStream(savefile, metaDataSize, savefile->size(), DisposeAfterUse::YES);

	// Move to the beginning of the substream
	sub->seek(0, SEEK_SET);

	return sub;
}
Beispiel #13
0
Common::Error EoBCoreEngine::loadGameState(int slot) {
	// Special slot id -1 for EOB1 party transfer
	const char *fileName = (slot == -1) ? _savegameFilename.c_str() : getSavegameFilename(slot);

	SaveHeader header;
	Common::InSaveFile *saveFile = openSaveForReading(fileName, header, (slot != -1));
	if (!saveFile)
		return Common::Error(Common::kReadingFailed);

	Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);
	_loading = true;

	if (slot != -1)
		_screen->fadeToBlack(10);

	for (int i = 0; i < 6; i++) {
		EoBCharacter *c = &_characters[i];
		c->id = in.readByte();
		c->flags = in.readByte();
		in.read(c->name, 11);
		c->strengthCur = in.readSByte();
		c->strengthMax = in.readSByte();
		c->strengthExtCur = in.readSByte();
		c->strengthExtMax = in.readSByte();
		c->intelligenceCur = in.readSByte();
		c->intelligenceMax = in.readSByte();
		c->wisdomCur = in.readSByte();
		c->wisdomMax = in.readSByte();
		c->dexterityCur = in.readSByte();
		c->dexterityMax = in.readSByte();
		c->constitutionCur = in.readSByte();
		c->constitutionMax = in.readSByte();
		c->charismaCur = in.readSByte();
		c->charismaMax = in.readSByte();
		c->hitPointsCur = in.readSint16BE();
		c->hitPointsMax = in.readSint16BE();
		c->armorClass = in.readSByte();
		c->disabledSlots = in.readByte();
		c->raceSex = in.readByte();
		c->cClass = in.readByte();
		c->alignment = in.readByte();
		c->portrait = in.readSByte();
		if (slot == -1 && c->portrait < 0)
			c->portrait = -c->portrait + 43;
		c->food = in.readByte();
		in.read(c->level, 3);
		for (int ii = 0; ii < 3; ii++)
			c->experience[ii] = in.readUint32BE();
		delete[] c->faceShape;
		c->faceShape = 0;
		in.read(c->mageSpells, 80);
		in.read(c->clericSpells, 80);
		c->mageSpellsAvailableFlags = in.readUint32BE();
		for (int ii = 0; ii < 27; ii++)
			c->inventory[ii] = in.readSint16BE();
		uint32 ct = _system->getMillis();
		for (int ii = 0; ii < 10; ii++) {
			c->timers[ii] = in.readUint32BE();
			if (c->timers[ii])
				c->timers[ii] += ct;
		}
		in.read(c->events, 10);
		in.read(c->effectsRemainder, 4);
		c->effectFlags = in.readUint32BE();
		c->damageTaken = in.readByte();
		in.read(c->slotStatus, 5);
	}

	setupCharacterTimers();

	_screen->loadShapeSetBitmap("CHARGENA", 3, 3);
	for (int i = 0; i < 6; i++) {
		EoBCharacter *c = &_characters[i];
		if (!c->flags || c->portrait < 0)
			continue;
		c->faceShape = _screen->encodeShape((c->portrait % 10) << 2, (c->portrait / 10) << 5, 4, 32, true);
	}

	_screen->loadShapeSetBitmap(_flags.gameID == GI_EOB2 ? "OUTPORTS" : "OUTTAKE", 3, 3);
	for (int i = 0; i < 6; i++) {
		EoBCharacter *c = &_characters[i];
		if (!c->flags || c->portrait >= 0)
			continue;
		c->faceShape = _screen->encodeShape((-(c->portrait + 1)) << 2, _flags.gameID == GI_EOB2 ? 0 : 160, 4, 32, true);
	}
	_screen->_curPage = 0;

	if (slot == -1) {
		// Skip all settings which aren't necessary for party transfer.
		// Jump directly to the items list.
		in.skip(108);
	} else {
		_currentLevel = in.readByte();
		_currentSub = in.readSByte();
		_currentBlock = in.readUint16BE();
		_currentDirection = in.readUint16BE();
		_itemInHand = in.readSint16BE();
		_hasTempDataFlags = in.readUint32BE();
		_partyEffectFlags = in.readUint32BE();

		_updateFlags = in.readUint16BE();
		_compassDirection = in.readUint16BE();
		_currentControlMode = in.readUint16BE();
		_updateCharNum = in.readUint16BE();
		_openBookSpellLevel = in.readSByte();
		_openBookSpellSelectedItem  = in.readSByte();
		_openBookSpellListOffset = in.readSByte();
		_openBookChar = in.readByte();
		_openBookType = in.readByte();
		_openBookCharBackup = in.readByte();
		_openBookTypeBackup = in.readByte();
		_activeSpellCharId = in.readByte();
		_activeSpellCharacterPos = in.readByte();
		_activeSpell = in.readByte();
		_returnAfterSpellCallback = in.readByte() ? true : false;

		_inf->loadState(in);
	}

	for (int i = 0; i < 600; i++) {
		EoBItem *t = &_items[i];
		t->nameUnid = in.readByte();
		t->nameId = in.readByte();
		t->flags = in.readByte();
		t->icon = in.readSByte();
		t->type = in.readSByte();
		t->pos = in.readSByte();
		t->block = in.readSint16BE();
		t->next = in.readSint16BE();
		t->prev = in.readSint16BE();
		t->level = in.readByte();
		t->value = in.readSByte();
	}

	// No more data needed for party transfer
	if (slot == -1) {
		_loading = false;
		return Common::kNoError;
	}

	for (int i = 51; i < 65; i++) {
		EoBItemType *t = &_itemTypes[i];
		t->invFlags = in.readUint16BE();
		t->handFlags = in.readUint16BE();
		t->armorClass = in.readSByte();
		t->allowedClasses = in.readSByte();
		t->requiredHands = in.readSByte();
		t->dmgNumDiceS = in.readSByte();
		t->dmgNumPipsS = in.readSByte();
		t->dmgIncS = in.readSByte();
		t->dmgNumDiceL = in.readSByte();
		t->dmgNumPipsL = in.readSByte();
		t->dmgIncL = in.readSByte();
		t->unk1 = in.readByte();
		t->extraProperties = in.readUint16BE();
	}

	for (int i = 0; i < 18; i++) {
		if (!(_hasTempDataFlags & (1 << i)))
			continue;

		if (_lvlTempData[i]) {
			delete[] _lvlTempData[i]->wallsXorData;
			delete[] _lvlTempData[i]->flags;
			releaseMonsterTempData(_lvlTempData[i]);
			releaseFlyingObjectTempData(_lvlTempData[i]);
			releaseWallOfForceTempData(_lvlTempData[i]);
			delete _lvlTempData[i];
		}

		_lvlTempData[i] = new LevelTempData;
		LevelTempData *l = _lvlTempData[i];
		l->wallsXorData = new uint8[4096];
		l->flags = new uint16[1024];
		EoBMonsterInPlay *lm = new EoBMonsterInPlay[30];
		l->monsters = lm;
		EoBFlyingObject *lf = new EoBFlyingObject[_numFlyingObjects];
		l->flyingObjects = lf;
		WallOfForce *lw = new WallOfForce[5];
		l->wallsOfForce = lw;

		in.read(l->wallsXorData, 4096);
		for (int ii = 0; ii < 1024; ii++)
			l->flags[ii] = in.readByte();

		for (int ii = 0; ii < 30; ii++) {
			EoBMonsterInPlay *m = &lm[ii];
			m->type = in.readByte();
			m->unit = in.readByte();
			m->block = in.readUint16BE();
			m->pos = in.readByte();
			m->dir = in.readSByte();
			m->animStep = in.readByte();
			m->shpIndex = in.readByte();
			m->mode = in.readSByte();
			m->f_9 = in.readSByte();
			m->curAttackFrame = in.readSByte();
			m->spellStatusLeft = in.readSByte();
			m->hitPointsMax = in.readSint16BE();
			m->hitPointsCur = in.readSint16BE();
			m->dest = in.readUint16BE();
			m->randItem = in.readUint16BE();
			m->fixedItem = in.readUint16BE();
			m->flags = in.readByte();
			m->idleAnimState = in.readByte();
			m->curRemoteWeapon = in.readByte();
			m->numRemoteAttacks = in.readByte();
			m->palette = in.readSByte();
			m->directionChanged = in.readByte();
			m->stepsTillRemoteAttack = in.readByte();
			m->sub = in.readByte();
		}

		for (int ii = 0; ii < _numFlyingObjects; ii++) {
			EoBFlyingObject *m = &lf[ii];
			m->enable = in.readByte();
			m->objectType = in.readByte();
			m->attackerId = in.readSint16BE();
			m->item = in.readSint16BE();
			m->curBlock = in.readUint16BE();
			m->u2 = in.readUint16BE();
			m->u1 = in.readByte();
			m->direction = in.readByte();
			m->distance = in.readByte();
			m->callBackIndex = in.readSByte();
			m->curPos = in.readByte();
			m->flags = in.readByte();
			m->unused = in.readByte();
		}

		for (int ii = 0; ii < 5; ii++) {
			WallOfForce *w = &lw[ii];
			w->block = in.readUint16BE();
			w->duration = in.readUint32BE();
		}
	}

	loadLevel(_currentLevel, _currentSub);
	_sceneUpdateRequired = true;
	_screen->setFont(Screen::FID_6_FNT);

	for (int i = 0; i < 6; i++) {
		for (int ii = 0; ii < 10; ii++) {
			if (_characters[i].events[ii] == -57)
				spellCallback_start_trueSeeing();
		}
	}

	_screen->setCurPage(0);
	gui_drawPlayField(false);

	if (_currentControlMode)
		_screen->copyRegion(176, 0, 0, 0, 144, 168, 0, 5, Screen::CR_NO_P_CHECK);

	_screen->setCurPage(0);
	gui_drawAllCharPortraitsWithStats();
	drawScene(1);

	if (_updateFlags) {
		_updateFlags = 0;
		useMagicBookOrSymbol(_openBookChar, _openBookType);
	}

	_screen->copyRegion(0, 120, 0, 0, 176, 24, 0, 12, Screen::CR_NO_P_CHECK);

	gui_toggleButtons();
	setHandItem(_itemInHand);

	while (!_screen->isMouseVisible())
		_screen->showMouse();

	_loading = false;
	_screen->fadeFromBlack(20);
	removeInputTop();

	return Common::kNoError;
}
Beispiel #14
0
Common::Error KyraEngine_MR::loadGameState(int slot) {
	const char *fileName = getSavegameFilename(slot);

	SaveHeader header;
	Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
	if (!saveFile) {
		showMessageFromCCode(17, 0xB3, 0);
		snd_playSoundEffect(0x0D, 0xC8);
		return Common::kUnknownError;
	}

	if (header.originalSave)
		warning("Trying to load savegame from original interpreter, while this is possible, it is not officially supported");

	if (_inventoryState) {
		updateCharacterAnim(0);
		restorePage3();
		drawAnimObjects();
		_inventoryState = true;
		refreshAnimObjects(0);
		hideInventory();
	}

	_deathHandler = -1;
	if (!_unkSceneScreenFlag1)
		_lastMusicCommand = -1;

	int curShapes = _characterShapeFile;

	Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);

	_screen->hideMouse();

	if (!header.originalSave) {
		_timer->loadDataFromFile(in, header.version);

		uint32 flagsSize = in.readUint32BE();
		assert(flagsSize <= sizeof(_flagsTable));
		in.read(_flagsTable, flagsSize);
	}

	_lastMusicCommand = in.readSint16();
	_currentChapter = in.readByte();
	_characterShapeFile = in.readByte();

	if (header.version >= 12 || header.originalSave)
		_album.curPage = in.readByte();
	if (header.originalSave)
		in.readByte();

	_score = in.readSint16();
	_scoreMax = in.readSint16();
	_malcolmsMood = in.readByte();

	if (header.originalSave)
		in.seek(8, SEEK_CUR);

	for (int i = 0; i < 30; ++i)
		in.read(_conversationState[i], 30);

	if (!header.originalSave) {
		in.read(_newSceneDlgState, 40);
	} else {
		for (int i = 0; i < 40; ++i)
			_newSceneDlgState[i] = in.readUint16();
	}

	for (int i = 0; i < 100; ++i)
		_hiddenItems[i] = in.readSint16();

	if (header.originalSave)
		in.read(_flagsTable, 69);
	in.read(_scoreFlagTable, 26);

	_mainCharacter.sceneId = in.readUint16();
	_mainCharacter.dlgIndex = in.readSint16();
	_mainCharacter.height = in.readByte();
	_mainCharacter.facing = in.readByte();
	_mainCharacter.animFrame = in.readUint16();
	if (!header.originalSave) {
		_mainCharacter.walkspeed = in.readByte();
	} else {
		in.seek(2, SEEK_CUR);
		_mainCharacter.walkspeed = in.readUint32();
	}
	for (int i = 0; i < 10; ++i)
		_mainCharacter.inventory[i] = in.readUint16();
	_mainCharacter.x1 = in.readSint16();
	_mainCharacter.y1 = in.readSint16();
	_mainCharacter.x2 = in.readSint16();
	_mainCharacter.y2 = in.readSint16();
	_mainCharacter.x3 = in.readSint16();
	_mainCharacter.y3 = in.readSint16();

	for (int i = 0; i < 50; ++i) {
		_itemList[i].id = in.readSint16();
		_itemList[i].sceneId = in.readUint16();
		_itemList[i].x = in.readSint16();
		_itemList[i].y = in.readSint16();
		if (header.version <= 9 || header.originalSave)
			in.readUint16();
	}

	for (int i = 0; i < 88; ++i) {
		in.read(_talkObjectList[i].filename, 13);
		_talkObjectList[i].sceneAnim = in.readByte();
		_talkObjectList[i].sceneScript = in.readByte();
		_talkObjectList[i].x = in.readSint16();
		_talkObjectList[i].y = in.readSint16();
		_talkObjectList[i].color = in.readByte();
		if (header.version >= 13 || header.originalSave)
			_talkObjectList[i].sceneId = in.readByte();
	}

	for (int i = 0; i < 98; ++i) {
		if (!header.originalSave) {
			in.read(_sceneList[i].filename1, 10);
		} else {
			in.read(_sceneList[i].filename1, 9);
			_sceneList[i].filename1[9] = 0;
		}

		if (!header.originalSave) {
			in.read(_sceneList[i].filename2, 10);
		} else {
			in.read(_sceneList[i].filename2, 9);
			_sceneList[i].filename2[9] = 0;
		}

		_sceneList[i].exit1 = in.readUint16();
		_sceneList[i].exit2 = in.readUint16();
		_sceneList[i].exit3 = in.readUint16();
		_sceneList[i].exit4 = in.readUint16();
		_sceneList[i].flags = in.readByte();
		_sceneList[i].sound = in.readByte();
	}

	_itemInHand = in.readSint16();

	if (header.originalSave) {
		uint32 currentTime = _system->getMillis();

		for (int i = 0; i < 6; ++i)
			_timer->setDelay(i, in.readSint32LE());

		for (int i = 0; i < 6; ++i) {
			if (in.readUint16LE())
				_timer->enable(i);
			else
				_timer->disable(i);
		}

		for (int i = 0; i < 6; ++i)
			_timer->setNextRun(i, currentTime + (in.readUint32LE() * _tickLength));

		_timer->resetNextRun();
	}

	_sceneExit1 = in.readUint16();
	_sceneExit2 = in.readUint16();
	_sceneExit3 = in.readUint16();
	_sceneExit4 = in.readUint16();

	if (saveFile->err() || saveFile->eos()) {
		warning("Load failed ('%s', '%s').", fileName, header.description.c_str());
		return Common::kUnknownError;
	} else {
		debugC(1, kDebugLevelMain, "Loaded savegame '%s.'", header.description.c_str());
	}

	_loadingState = true;
	updateCharacterAnim(0);
	_loadingState = false;

	if (curShapes != _characterShapeFile)
		loadCharacterShapes(_characterShapeFile);

	_mainCharX = _mainCharacter.x2 = _mainCharacter.x1;
	_mainCharY = _mainCharacter.y2 = _mainCharacter.y1;
	_mainCharacter.facing = 4;
	_badConscienceShown = false;
	_badConsciencePosition = false;
	_goodConscienceShown = false;
	_goodConsciencePosition = false;

	enterNewScene(_mainCharacter.sceneId, _mainCharacter.facing, 0, 0, 1);
	setHandItem(_itemInHand);

	if (_lastMusicCommand >= 0 && !_unkSceneScreenFlag1)
		snd_playWanderScoreViaMap(_lastMusicCommand, 1);
	else if (_lastMusicCommand == -1)
		snd_playWanderScoreViaMap(28, 1);

	while (!_screen->isMouseVisible())
		_screen->showMouse();

	setCommandLineRestoreTimer(7);
	_shownMessage = " ";
	_restoreCommandLine = false;

	// We didn't explicitly set the walk speed, but it's saved as part of
	// the _timers array, so we need to re-sync it with _configWalkspeed.
	setWalkspeed(_configWalkspeed);

	return Common::kNoError;
}
Beispiel #15
0
Common::Error LoLEngine::loadGameState(int slot) {
	const uint16 *cdf[] = { _charDefsMan, _charDefsWoman, _charDefsKieran, _charDefsMan, _charDefsAkshel };

	const char *fileName = getSavegameFilename(slot);

	SaveHeader header;
	Common::InSaveFile *saveFile = openSaveForReading(fileName, header);
	if (!saveFile) {
		_txt->printMessage(2, "%s", getLangString(0x425d));
		return Common::kNoError;
	}

	_screen->fadeClearSceneWindow(10);
	completeDoorOperations();
	_screen->fillRect(112, 0, 287, 119, 0, 0);
	_screen->updateScreen();

	Common::SeekableSubReadStreamEndian in(saveFile, saveFile->pos(), saveFile->size(), !header.originalSave, DisposeAfterUse::YES);

	for (int i = 0; i < 4; i++) {
		LoLCharacter *c = &_characters[i];
		c->flags = in.readUint16BE();
		in.read(c->name, 11);
		c->raceClassSex = in.readByte();
		c->id = in.readSint16BE();
		c->curFaceFrame = in.readByte();
		c->tempFaceFrame = in.readByte();
		c->screamSfx = in.readByte();
		for (int ii = 0; ii < 8; ii++)
			c->itemsMight[ii] = in.readUint16BE();
		for (int ii = 0; ii < 8; ii++)
			c->protectionAgainstItems[ii] = in.readUint16BE();
		c->itemProtection = in.readUint16BE();
		c->hitPointsCur = in.readSint16BE();
		c->hitPointsMax = in.readUint16BE();
		c->magicPointsCur = in.readSint16BE();
		c->magicPointsMax = in.readUint16BE();
		c->field_41 = in.readByte();
		c->damageSuffered = in.readUint16BE();
		c->weaponHit = in.readUint16BE();
		c->totalMightModifier = in.readUint16BE();
		c->totalProtectionModifier = in.readUint16BE();
		c->might = in.readUint16BE();
		c->protection = in.readUint16BE();
		c->nextAnimUpdateCountdown = in.readSint16BE();
		for (int ii = 0; ii < 11; ii++)
			c->items[ii] = in.readUint16BE();
		for (int ii = 0; ii < 3; ii++)
			c->skillLevels[ii] = in.readByte();
		for (int ii = 0; ii < 3; ii++)
			c->skillModifiers[ii] = in.readSByte();
		for (int ii = 0; ii < 3; ii++)
			c->experiencePts[ii] = in.readUint32BE();
		for (int ii = 0; ii < 5; ii++)
			c->characterUpdateEvents[ii] = in.readByte();
		for (int ii = 0; ii < 5; ii++)
			c->characterUpdateDelay[ii] = in.readByte();

		if (c->flags & 1) {
			loadCharFaceShapes(i, c->id);
			c->defaultModifiers = cdf[c->raceClassSex];
		}
	}

	in.read(_wllBuffer4, 80);

	_currentBlock = in.readUint16BE();
	_partyPosX = in.readUint16BE();
	_partyPosY = in.readUint16BE();
	_updateFlags = in.readUint16BE();
	_scriptDirection = in.readByte();
	_selectedSpell = in.readByte();
	_sceneDefaultUpdate = in.readByte();
	_compassBroken = in.readByte();
	_drainMagic = in.readByte();
	_currentDirection = in.readUint16BE();
	_compassDirection = in.readUint16BE();
	_selectedCharacter = in.readSByte();
	_currentLevel = in.readByte();
	for (int i = 0; i < 48; i++)
		_inventory[i] = in.readSint16BE();
	_inventoryCurItem = in.readSint16BE();
	_itemInHand = in.readSint16BE();
	_lastMouseRegion = in.readSint16BE();

	if (header.version <= 15) {
		uint16 flags[40];
		memset(flags, 0, sizeof(flags));

		if (header.version == 14) {
			for (int i = 0; i < 16; i++)
				flags[i] = in.readUint16BE();
			flags[26] = in.readUint16BE();
			flags[36] = in.readUint16BE();
		} else if (header.version == 15) {
			for (int i = 0; i < 40; i++)
				flags[i] = in.readUint16BE();
		}

		memset(_flagsTable, 0, sizeof(_flagsTable));
		for (uint i = 0; i < ARRAYSIZE(flags); ++i) {
			for (uint k = 0; k < 16; ++k) {
				if (flags[i] & (1 << k))
					setGameFlag(((i << 4) & 0xFFF0) | (k & 0x000F));
			}
		}
	} else {
		uint32 flagsSize = in.readUint32BE();
		assert(flagsSize <= sizeof(_flagsTable));
		in.read(_flagsTable, flagsSize);
	}

	for (int i = 0; i < 24; i++)
		_globalScriptVars[i] = in.readUint16BE();
	_brightness = in.readByte();
	_lampOilStatus = in.readByte();
	_lampEffect = in.readSByte();
	_credits = in.readUint16BE();
	for (int i = 0; i < 8; i++)
		_globalScriptVars2[i] = in.readUint16BE();
	in.read(_availableSpells, 7);
	_hasTempDataFlags = in.readUint32BE();

	for (int i = 0; i < 400; i++) {
		ItemInPlay *t = &_itemsInPlay[i];
		t->nextAssignedObject = in.readUint16BE();
		t->nextDrawObject = in.readUint16BE();
		t->flyingHeight = in.readByte();
		t->block = in.readUint16BE();
		t->x = in.readUint16BE();
		t->y = in.readUint16BE();
		t->level = in.readSByte();
		t->itemPropertyIndex = in.readUint16BE();
		t->shpCurFrame_flg = in.readUint16BE();
		t->destDirection = in.readByte();
		t->hitOffsX = in.readSByte();
		t->hitOffsY = in.readSByte();
		t->currentSubFrame = in.readByte();
	}

	for (int i = 0; i < 1024; i++) {
		LevelBlockProperty *l = &_levelBlockProperties[i];
		l->assignedObjects = l->drawObjects = 0;
		l->direction = 5;
	}

	for (int i = 0; i < 29; i++) {
		if (!(_hasTempDataFlags & (1 << i)))
			continue;

		if (_lvlTempData[i]) {
			delete[] _lvlTempData[i]->wallsXorData;
			delete[] _lvlTempData[i]->flags;
			delete[] _lvlTempData[i]->monsters;
			delete[] _lvlTempData[i]->flyingObjects;
			delete _lvlTempData[i];
		}

		_lvlTempData[i] = new LevelTempData;
		_lvlTempData[i]->wallsXorData = new uint8[4096];
		_lvlTempData[i]->flags = new uint8[1024];
		_lvlTempData[i]->monsters = new MonsterInPlay[30];
		_lvlTempData[i]->flyingObjects = new FlyingObject[8];
		LevelTempData *l = _lvlTempData[i];

		in.read(l->wallsXorData, 4096);
		in.read(l->flags, 1024);

		for (int ii = 0; ii < 30; ii++) {
			MonsterInPlay *m = &l->monsters[ii];
			m->nextAssignedObject = in.readUint16BE();
			m->nextDrawObject = in.readUint16BE();
			m->flyingHeight = in.readByte();
			m->block = in.readUint16BE();
			m->x = in.readUint16BE();
			m->y = in.readUint16BE();
			m->shiftStep = in.readSByte();
			m->destX = in.readUint16BE();
			m->destY = in.readUint16BE();
			m->destDirection = in.readByte();
			m->hitOffsX = in.readSByte();
			m->hitOffsY = in.readSByte();
			m->currentSubFrame = in.readByte();
			m->mode = in.readByte();
			m->fightCurTick = in.readSByte();
			m->id = in.readByte();
			m->direction = in.readByte();
			m->facing = in.readByte();
			m->flags = in.readUint16BE();
			m->damageReceived = in.readUint16BE();
			m->hitPoints = in.readSint16BE();
			m->speedTick = in.readByte();
			m->type = in.readByte();
			m->numDistAttacks = in.readByte();
			m->curDistWeapon = in.readByte();
			m->distAttackTick = in.readSByte();
			m->assignedItems = in.readUint16BE();
			m->properties = &_monsterProperties[m->type];
			in.read(m->equipmentShapes, 4);
		}

		for (int ii = 0; ii < 8; ii++) {
			FlyingObject *m = &l->flyingObjects[ii];
			m->enable = in.readByte();
			m->objectType = in.readByte();
			m->attackerId = in.readUint16BE();
			m->item = in.readSint16BE();
			m->x = in.readUint16BE();
			m->y = in.readUint16BE();
			m->flyingHeight = in.readByte();
			m->direction = in.readByte();
			m->distance = in.readByte();
			m->field_D = in.readSByte();
			m->c = in.readByte();
			m->flags = in.readByte();
			m->wallFlags = in.readByte();
		}
		l->monsterDifficulty = in.readByte();
	}

	calcCharPortraitXpos();
	memset(_moneyColumnHeight, 0, sizeof(_moneyColumnHeight));
	int t = _credits;
	_credits = 0;
	giveCredits(t, 0);
	setDelayedCursorUpdate();
	loadLevel(_currentLevel);
	gui_drawPlayField();
	timerSpecialCharacterUpdate(0);
	_flagsTable[73] |= 0x08;

	while (!_screen->isMouseVisible())
		_screen->showMouse();

	return Common::kNoError;
}
Beispiel #16
0
bool CGEEngine::loadGame(int slotNumber, SavegameHeader *header, bool tiny) {
	debugC(1, kCGEDebugEngine, "CGEEngine::loadgame(%d, header, %s)", slotNumber, tiny ? "true" : "false");

	Common::MemoryReadStream *readStream;
	SavegameHeader saveHeader;

	if (slotNumber == -1) {
		// Loading the data for the initial game state
		EncryptedStream file = EncryptedStream(this, kSavegame0Name);
		int size = file.size();
		byte *dataBuffer = (byte *)malloc(size);
		file.read(dataBuffer, size);
		readStream = new Common::MemoryReadStream(dataBuffer, size, DisposeAfterUse::YES);

	} else {
		// Open up the savegame file
		Common::String slotName = generateSaveName(slotNumber);
		Common::InSaveFile *saveFile = g_system->getSavefileManager()->openForLoading(slotName);

		// Read the data into a data buffer
		int size = saveFile->size();
		byte *dataBuffer = (byte *)malloc(size);
		saveFile->read(dataBuffer, size);
		readStream = new Common::MemoryReadStream(dataBuffer, size, DisposeAfterUse::YES);
		delete saveFile;
	}

	// Check to see if it's a ScummVM savegame or not
	char buffer[kSavegameStrSize + 1];
	readStream->read(buffer, kSavegameStrSize + 1);

	if (strncmp(buffer, savegameStr, kSavegameStrSize + 1) != 0) {
		// It's not, so rewind back to the start
		readStream->seek(0);

		if (header)
			// Header wanted where none exists, so return false
			return false;
	} else {
		// Found header
		if (!readSavegameHeader(readStream, saveHeader)) {
			delete readStream;
			return false;
		}

		if (header) {
			*header = saveHeader;
			delete readStream;
			return true;
		}

		// Delete the thumbnail
		saveHeader.thumbnail->free();
		delete saveHeader.thumbnail;
	}

	// Get in the savegame
	syncGame(readStream, NULL, tiny);

	delete readStream;
	return true;
}
Beispiel #17
0
void BladeRunnerEngine::loadGame(const Common::String &filename, byte *thumbnail) {
	warning("BladeRunnerEngine::loadGame not finished");

	if (!playerHasControl() || _sceneScript->isInsideScript() || _aiScripts->isInsideScript()) {
		return;
	}

	Common::InSaveFile *commonSaveFile = getSaveFileManager()->openForLoading(filename);
	if (commonSaveFile->err()) {
		return;
	}

	void *buf = malloc(commonSaveFile->size());
	int dataSize = commonSaveFile->read(buf, commonSaveFile->size());

	SaveFileReadStream s((const byte*)buf, dataSize);

	_ambientSounds->removeAllNonLoopingSounds(true);
	_ambientSounds->removeAllLoopingSounds(1);
	_music->stop(2);
	_audioSpeech->stopSpeech();
	_actorDialogueQueue->flush(true, false);

	int size = s.readInt();

	if (size != dataSize) {
		return;
	}

	s.skip(9600); // thumbnail
	_settings->load(s);
	_scene->load(s);
	_scene->_exits->load(s);
	_scene->_regions->load(s);
	_scene->_set->load(s);
	for (uint i = 0; i != _gameInfo->getGlobalVarCount(); ++i) {
		_gameVars[i] = s.readInt();
	}
	_music->load(s);
	// _audioPlayer->load(s) // zero func
	// _audioSpeech->load(s) // zero func
	_combat->load(s);
	_gameFlags->load(s);
	_items->load(s);
	_sceneObjects->load(s);
	_ambientSounds->load(s);
	_overlays->load(s);
	_spinner->load(s);
	_scores->load(s);
	_dialogueMenu->load(s);
	_obstacles->load(s);
	_actorDialogueQueue->load(s);
	_waypoints->load(s);

	for (uint i = 0; i != _gameInfo->getActorCount(); ++i) {
		_actors[i]->load(s);

		int animationState = s.readInt();
		int animationFrame = s.readInt();
		int animationStateNext = s.readInt();
		int nextAnimation = s.readInt();
		_aiScripts->setAnimationState(i, animationState, animationFrame, animationStateNext, nextAnimation);
	}
	_actors[kActorVoiceOver]->load(s);

	_policeMaze->load(s);
	_crimesDatabase->load(s);

	_settings->setNewSetAndScene(_settings->getSet(), _settings->getScene());
	_settings->setChapter(_settings->getChapter());
}