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(); }
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; }
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; }
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; }
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); }
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; }
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; }
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; }
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; }
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; }
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; }
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; }
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; }
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; }
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; }
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; }
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()); }