void AgiEngine::updateView(VtEntry *v) { int cel, lastCel; if (v->flags & DONTUPDATE) { v->flags &= ~DONTUPDATE; return; } cel = v->currentCel; lastCel = v->numCels - 1; switch (v->cycle) { case CYCLE_NORMAL: if (++cel > lastCel) cel = 0; break; case CYCLE_END_OF_LOOP: if (cel < lastCel) { debugC(5, kDebugLevelResources, "cel %d (last = %d)", cel + 1, lastCel); if (++cel != lastCel) break; } setflag(v->parm1, true); v->flags &= ~CYCLING; v->direction = 0; v->cycle = CYCLE_NORMAL; break; case CYCLE_REV_LOOP: if (cel) { if (--cel) break; } setflag(v->parm1, true); v->flags &= ~CYCLING; v->direction = 0; v->cycle = CYCLE_NORMAL; break; case CYCLE_REVERSE: if (cel == 0) { cel = lastCel; } else { cel--; } break; } setCel(v, cel); }
int AgiEngine::loadGame(const Common::String &fileName, bool checkId) { char description[31], saveVersion, loadId[8]; int i, vtEntries = MAX_VIEWTABLE; uint8 t; int16 parm[7]; Common::InSaveFile *in; debugC(3, kDebugLevelMain | kDebugLevelSavegame, "AgiEngine::loadGame(%s)", fileName.c_str()); if (!(in = _saveFileMan->openForLoading(fileName))) { warning("Can't open file '%s', game not loaded", fileName.c_str()); return errBadFileOpen; } else { debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Successfully opened %s for reading", fileName.c_str()); } uint32 typea = in->readUint32BE(); if (typea == AGIflag) { debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Has AGI flag, good start"); } else { warning("This doesn't appear to be an AGI savegame, game not restored"); delete in; return errOK; } in->read(description, 31); debugC(6, kDebugLevelMain | kDebugLevelSavegame, "Description is: %s", description); saveVersion = in->readByte(); if (saveVersion < 2) // is the save game pre-ScummVM? warning("Old save game version (%d, current version is %d). Will try and read anyway, but don't be surprised if bad things happen", saveVersion, SAVEGAME_VERSION); if (saveVersion < 3) warning("This save game contains no AGIPAL data, if the game is using the AGIPAL hack, it won't work correctly"); if (saveVersion >= 4) { // 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 // TODO: played time } _game.state = (State)in->readByte(); in->read(loadId, 8); if (strcmp(loadId, _game.id) && checkId) { delete in; warning("This save seems to be from a different AGI game (save from %s, running %s), not loaded", loadId, _game.id); return errBadFileOpen; } strncpy(_game.id, loadId, 8); if (saveVersion >= 5) { char md5[32 + 1]; for (i = 0; i < 32; i++) { md5[i] = in->readByte(); } md5[i] = 0; // terminate // As noted above in AgiEngine::saveGame the MD5 sum field may be all zero // when the save was made via a fallback matched game. In this case we will // replace the MD5 sum with a nicer string, so that the user can easily see // this fact in the debug output. The string saved in "md5" will never match // any valid MD5 sum, thus it is safe to do that here. if (md5[0] == 0) strcpy(md5, "fallback matched"); debug(0, "Saved game MD5: \"%s\"", md5); if (!getGameMD5()) { warning("Since your game was only detected via the fallback detector, there is no possibility to assure the save is compatible with your game version"); debug(0, "The game used for saving is \"%s\".", md5); } else if (strcmp(md5, getGameMD5())) { warning("Game was saved with different gamedata - you may encounter problems"); debug(0, "Your game is \"%s\" and save is \"%s\".", getGameMD5(), md5); } } for (i = 0; i < MAX_FLAGS; i++) _game.flags[i] = in->readByte(); for (i = 0; i < MAX_VARS; i++) _game.vars[i] = in->readByte(); setvar(vFreePages, 180); // Set amount of free memory to realistic value (Overwriting the just loaded value) _game.horizon = in->readSint16BE(); _game.lineStatus = in->readSint16BE(); _game.lineUserInput = in->readSint16BE(); _game.lineMinPrint = in->readSint16BE(); // These are never saved _game.cursorPos = 0; _game.inputBuffer[0] = 0; _game.echoBuffer[0] = 0; _game.keypress = 0; _game.inputMode = (InputMode)in->readSint16BE(); _game.lognum = in->readSint16BE(); _game.playerControl = in->readSint16BE(); if (in->readSint16BE()) quitGame(); _game.statusLine = in->readSint16BE(); _game.clockEnabled = in->readSint16BE(); _game.exitAllLogics = in->readSint16BE(); _game.pictureShown = in->readSint16BE(); _game.hasPrompt = in->readSint16BE(); _game.gameFlags = in->readSint16BE(); _game.inputEnabled = in->readSint16BE(); for (i = 0; i < _HEIGHT; i++) _game.priTable[i] = in->readByte(); if (_game.hasWindow) closeWindow(); _game.msgBoxTicks = 0; _game.block.active = false; // game.window - fixed by close_window() // game.has_window - fixed by close_window() _game.gfxMode = in->readSint16BE(); _game.cursorChar = in->readByte(); _game.colorFg = in->readSint16BE(); _game.colorBg = in->readSint16BE(); // game.hires - rebuilt from image stack // game.sbuf - rebuilt from image stack // game.ego_words - fixed by clean_input // game.num_ego_words - fixed by clean_input _game.numObjects = in->readSint16BE(); for (i = 0; i < (int16)_game.numObjects; i++) objectSetLocation(i, in->readSint16BE()); // Those are not serialized for (i = 0; i < MAX_DIRS; i++) { _game.controllerOccured[i] = false; } for (i = 0; i < MAX_STRINGS; i++) in->read(_game.strings[i], MAX_STRINGLEN); for (i = 0; i < MAX_DIRS; i++) { if (in->readByte() & RES_LOADED) agiLoadResource(rLOGIC, i); else agiUnloadResource(rLOGIC, i); _game.logics[i].sIP = in->readSint16BE(); _game.logics[i].cIP = in->readSint16BE(); } for (i = 0; i < MAX_DIRS; i++) { if (in->readByte() & RES_LOADED) agiLoadResource(rPICTURE, i); else agiUnloadResource(rPICTURE, i); } for (i = 0; i < MAX_DIRS; i++) { if (in->readByte() & RES_LOADED) agiLoadResource(rVIEW, i); else agiUnloadResource(rVIEW, i); } for (i = 0; i < MAX_DIRS; i++) { if (in->readByte() & RES_LOADED) agiLoadResource(rSOUND, i); else agiUnloadResource(rSOUND, i); } // game.pictures - loaded above // game.logics - loaded above // game.views - loaded above // game.sounds - loaded above for (i = 0; i < vtEntries; i++) { VtEntry *v = &_game.viewTable[i]; v->stepTime = in->readByte(); v->stepTimeCount = in->readByte(); v->entry = in->readByte(); v->xPos = in->readSint16BE(); v->yPos = in->readSint16BE(); v->currentView = in->readByte(); // v->view_data - fixed below v->currentLoop = in->readByte(); v->numLoops = in->readByte(); // v->loop_data - fixed below v->currentCel = in->readByte(); v->numCels = in->readByte(); // v->cel_data - fixed below // v->cel_data_2 - fixed below v->xPos2 = in->readSint16BE(); v->yPos2 = in->readSint16BE(); // v->s - fixed below v->xSize = in->readSint16BE(); v->ySize = in->readSint16BE(); v->stepSize = in->readByte(); v->cycleTime = in->readByte(); v->cycleTimeCount = in->readByte(); v->direction = in->readByte(); v->motion = (MotionType)in->readByte(); v->cycle = (CycleType)in->readByte(); v->priority = in->readByte(); v->flags = in->readUint16BE(); v->parm1 = in->readByte(); v->parm2 = in->readByte(); v->parm3 = in->readByte(); v->parm4 = in->readByte(); } for (i = vtEntries; i < MAX_VIEWTABLE; i++) { memset(&_game.viewTable[i], 0, sizeof(VtEntry)); } // Fix some pointers in viewtable for (i = 0; i < MAX_VIEWTABLE; i++) { VtEntry *v = &_game.viewTable[i]; if (_game.dirView[v->currentView].offset == _EMPTY) continue; if (!(_game.dirView[v->currentView].flags & RES_LOADED)) agiLoadResource(rVIEW, v->currentView); setView(v, v->currentView); // Fix v->view_data setLoop(v, v->currentLoop); // Fix v->loop_data setCel(v, v->currentCel); // Fix v->cel_data v->celData2 = v->celData; v->s = NULL; // not sure if it is used... } _sprites->eraseBoth(); // Clear input line _gfx->clearScreen(0); writeStatus(); // Recreate background from saved image stack clearImageStack(); while ((t = in->readByte()) != 0) { for (i = 0; i < 7; i++) parm[i] = in->readSint16BE(); replayImageStackCall(t, parm[0], parm[1], parm[2], parm[3], parm[4], parm[5], parm[6]); } // Load AGIPAL Data if (saveVersion >= 3) _gfx->setAGIPal(in->readSint16BE()); delete in; debugC(3, kDebugLevelMain | kDebugLevelSavegame, "Closed %s", fileName.c_str()); setflag(fRestoreJustRan, true); _game.hasPrompt = 0; // force input line repaint if necessary cleanInput(); _sprites->eraseBoth(); _sprites->blitBoth(); _sprites->commitBoth(); _picture->showPic(); _gfx->doUpdate(); return errOK; }