/** Load collision table data */ int FWScript::o2_loadCt() { const char *param = getNextString(); debugC(5, kCineDebugScript, "Line: %d: loadCt(\"%s\")", _line, param); loadCtOS(param); return 0; }
bool CineEngine::loadTempSaveOS(Common::SeekableReadStream &in) { char musicName[13]; char bgNames[8][13]; // First check the temporary Operation Stealth savegame format header. ChunkHeader hdr; loadChunkHeader(in, hdr); if (hdr.id != TEMP_OS_FORMAT_ID) { warning("loadTempSaveOS: File has incorrect identifier. Not loading savegame"); return false; } else if (hdr.version > CURRENT_OS_SAVE_VER) { warning("loadTempSaveOS: Detected newer format version. Not loading savegame"); return false; } else if ((int)hdr.version < (int)CURRENT_OS_SAVE_VER) { warning("loadTempSaveOS: Detected older format version. Trying to load nonetheless. Things may break"); } else { // hdr.id == TEMP_OS_FORMAT_ID && hdr.version == CURRENT_OS_SAVE_VER debug(3, "loadTempSaveOS: Found correct header (Both the identifier and version number match)."); } // There shouldn't be any data in the header's chunk currently so it's an error if there is. if (hdr.size > 0) { warning("loadTempSaveOS: Format header's chunk seems to contain data so format is incorrect. Not loading savegame"); return false; } // Ok, so we've got a correct header for a temporary Operation Stealth savegame. // Let's start loading the plain savegame data then. currentDisk = in.readUint16BE(); in.read(currentPartName, 13); in.read(currentPrcName, 13); in.read(currentRelName, 13); in.read(currentMsgName, 13); // Load the 8 background names. for (uint i = 0; i < 8; i++) { in.read(bgNames[i], 13); } in.read(currentCtName, 13); // Moved the loading of current procedure, relation, // backgrounds and Ct here because if they were at the // end of this function then the global scripts loading // made an array out of bounds access. In the original // game's disassembly these aren't here but at the end. // The difference is probably in how we handle loading // the global scripts and some other things (i.e. the // loading routines aren't exactly the same and subtle // semantic differences result in having to do things // in a different order). { // Not sure if this is needed with Operation Stealth... checkDataDisk(currentDisk); if (strlen(currentPrcName)) { loadPrc(currentPrcName); } if (strlen(currentRelName)) { loadRel(currentRelName); } // Load first background (Uses loadBg) if (strlen(bgNames[0])) { loadBg(bgNames[0]); } // Add backgrounds 1-7 (Uses addBackground) for (int i = 1; i < 8; i++) { if (strlen(bgNames[i])) { addBackground(bgNames[i], i); } } if (strlen(currentCtName)) { loadCtOS(currentCtName); } } loadObjectTable(in); renderer->restorePalette(in, hdr.version); g_cine->_globalVars.load(in, NUM_MAX_VAR); loadZoneData(in); loadCommandVariables(in); char tempCommandBuffer[kMaxCommandBufferSize]; in.read(tempCommandBuffer, kMaxCommandBufferSize); g_cine->_commandBuffer = tempCommandBuffer; renderer->setCommand(g_cine->_commandBuffer); loadZoneQuery(in); // TODO: Use the loaded string (Current music name (String, 13 bytes)). in.read(musicName, 13); // TODO: Use the loaded value (Is music loaded? (Uint16BE, Boolean)). in.readUint16BE(); // TODO: Use the loaded value (Is music playing? (Uint16BE, Boolean)). in.readUint16BE(); renderer->_cmdY = in.readUint16BE(); in.readUint16BE(); // Some unknown variable that seems to always be zero allowPlayerInput = in.readUint16BE(); playerCommand = in.readUint16BE(); commandVar1 = in.readUint16BE(); isDrawCommandEnabled = in.readUint16BE(); var5 = in.readUint16BE(); var4 = in.readUint16BE(); var3 = in.readUint16BE(); var2 = in.readUint16BE(); commandVar2 = in.readUint16BE(); renderer->_messageBg = in.readUint16BE(); // TODO: Use the loaded value (adBgVar1 (Uint16BE)). in.readUint16BE(); currentAdditionalBgIdx = in.readSint16BE(); currentAdditionalBgIdx2 = in.readSint16BE(); // TODO: Check whether the scroll value really gets used correctly after this. // Note that the backgrounds are loaded only later than this value is set. renderer->setScroll(in.readUint16BE()); // TODO: Use the loaded value (adBgVar0 (Uint16BE). Maybe this means bgVar0?). in.readUint16BE(); disableSystemMenu = in.readUint16BE(); // TODO: adBgVar1 = 1 here // Load the animDataTable entries in.readUint16BE(); // Entry count (255 in the PC version of Operation Stealth). in.readUint16BE(); // Entry size (36 in the PC version of Operation Stealth). loadResourcesFromSave(in, ANIMSIZE_30_PTRS_INTACT); loadScreenParams(in); loadGlobalScripts(in); loadObjectScripts(in); loadSeqList(in); loadOverlayList(in); loadBgIncrustFromSave(in); // Left this here instead of moving it earlier in this function with // the other current value loadings (e.g. loading of current procedure, // current backgrounds etc). Mostly emulating the way we've handled // Future Wars savegames and hoping that things work out. if (strlen(currentMsgName)) { loadMsg(currentMsgName); } // TODO: Add current music loading and playing here // TODO: Palette handling? if (in.pos() == in.size()) { debug(3, "loadTempSaveOS: Loaded the whole savefile."); } else { warning("loadTempSaveOS: Loaded the savefile but didn't exhaust it completely. Something was left over"); } return !(in.eos() || in.err()); }