コード例 #1
0
ファイル: detection.cpp プロジェクト: kyotohongaku/scummvm
SaveStateDescriptor SwordMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
	Common::String fileName = Common::String::format("sword1.%03d", slot);
	char name[40];
	uint32 playTime = 0;
	byte versionSave;

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

	if (in) {
		in->skip(4);        // header
		in->read(name, sizeof(name));
		in->read(&versionSave, 1);      // version

		SaveStateDescriptor desc(slot, name);

		if (versionSave < 2) // These older version of the savegames used a flag to signal presence of thumbnail
			in->skip(1);

		if (Graphics::checkThumbnailHeader(*in)) {
			Graphics::Surface *thumbnail;
			if (!Graphics::loadThumbnail(*in, thumbnail)) {
				delete in;
				return SaveStateDescriptor();
			}
			desc.setThumbnail(thumbnail);
		}

		uint32 saveDate = in->readUint32BE();
		uint16 saveTime = in->readUint16BE();
		if (versionSave > 1) // Previous versions did not have playtime data
			playTime = in->readUint32BE();

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

		desc.setSaveDate(year, month, day);

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

		desc.setSaveTime(hour, minutes);

		if (versionSave > 1) {
			desc.setPlayTime(playTime * 1000);
		} else { //We have no playtime data
			desc.setPlayTime(0);
		}

		delete in;

		return desc;
	}

	return SaveStateDescriptor();
}
コード例 #2
0
ファイル: renderedimage.cpp プロジェクト: andrew889/scummvm
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;
}
コード例 #3
0
ファイル: detection.cpp プロジェクト: AReim1982/scummvm
SaveStateDescriptor DreamWebMetaEngine::querySaveMetaInfos(const char *target, int slot) const {
	Common::String filename = Common::String::format("DREAMWEB.D%02d", slot);
	Common::InSaveFile *in = g_system->getSavefileManager()->openForLoading(filename.c_str());

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

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

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

		SaveStateDescriptor desc(slot, saveName);

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

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

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

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

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

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

		delete in;
		return desc;
	}

	return SaveStateDescriptor();
}
コード例 #4
0
ファイル: saveload.cpp プロジェクト: CatalystG/scummvm
Common::Error ToucheEngine::loadGameState(int num) {
	bool loadOk = false;
	Common::String gameStateFileName = generateGameStateFileName(_targetName.c_str(), num);
	Common::InSaveFile *f = _saveFileMan->openForLoading(gameStateFileName);
	if (f) {
		uint16 version = f->readUint16LE();
		if (version < kCurrentGameStateVersion) {
			warning("Unsupported gamestate version %d (index %d)", version, num);
		} else {
			f->skip(2 + kGameStateDescriptionLen);
			loadGameStateData(f);
			if (f->err() || f->eos()) {
				warning("Can't read file '%s'", gameStateFileName.c_str());
			} else {
				loadOk = true;
			}
		}
		delete f;
	}
	return loadOk ? Common::kNoError : Common::kUnknownError;
}
コード例 #5
0
ファイル: database.cpp プロジェクト: MaddTheSane/scummvm
int16 GameDatabaseV3::loadgame(const char *filename, int16 version) {
	Common::InSaveFile *in;
	uint32 expectedSize = 4 + 4 + 2 + _gameStateSize;

	if (!(in = g_system->getSavefileManager()->openForLoading(filename))) {
		warning("Can't open file '%s', game not loaded", filename);
		return 1;
	}

	uint32 header = in->readUint32BE();
	if (header != MKTAG('S','G','A','M')) {
		warning("Save game header missing");
		delete in;
		return 1;
	}

	uint32 size = in->readUint32LE();
	int16 saveVersion = in->readUint16LE();

	if (saveVersion != version) {
		warning("Save game %s was saved with a different version of the game. Game version is %d, save version is %d", filename, version, saveVersion);
		delete in;
		return 1;
	}

	if (size != expectedSize) {
		warning("Unexpected save game size. Expected %d, size is %d", expectedSize, size);
		delete in;
		return 1;
	}

	in->skip(64); // skip savegame description
	in->read(_gameState, _gameStateSize);
	delete in;

	_objectPropertyCache.clear();	// make sure to clear cache

	return 0;
}
コード例 #6
0
ファイル: file.cpp プロジェクト: Bundesdrucker/scummvm
/**
 * Restore game from supplied slot number
 */
bool FileManager::restoreGame(const int16 slot) {
	debugC(1, kDebugFile, "restoreGame(%d)", slot);

	int16 savegameId;

	if (slot == -1) {
		GUI::SaveLoadChooser *dialog = new GUI::SaveLoadChooser("Restore game:", "Restore", false);
		savegameId = dialog->runModalWithCurrentTarget();
		delete dialog;
	} else {
		savegameId = slot;
	}

	if (savegameId < 0)                             // dialog aborted
		return false;

	Common::String savegameFile = _vm->getSavegameFilename(savegameId);
	Common::SaveFileManager *saveMan = g_system->getSavefileManager();
	Common::InSaveFile *in = saveMan->openForLoading(savegameFile);

	if (!in)
		return false;

	// Initialize new-game status
	_vm->initStatus();

	// Check version, can't restore from different versions
	int saveVersion = in->readByte();
	if (saveVersion != kSavegameVersion) {
		warning("Savegame of incompatible version");
		delete in;
		return false;
	}

	// Skip over description
	int32 saveGameNameSize = in->readSint16BE();
	in->skip(saveGameNameSize);

	Graphics::skipThumbnail(*in);

	in->skip(6);                                    // Skip date & time

	// If hero image is currently swapped, swap it back before restore
	if (_vm->_heroImage != kHeroIndex)
		_vm->_object->swapImages(kHeroIndex, _vm->_heroImage);

	_vm->_object->restoreObjects(in);

	_vm->_heroImage = in->readByte();

	// If hero swapped in saved game, swap it
	byte heroImg = _vm->_heroImage;
	if (heroImg != kHeroIndex)
		_vm->_object->swapImages(kHeroIndex, _vm->_heroImage);
	_vm->_heroImage = heroImg;

	Status &gameStatus = _vm->getGameStatus();

	int score = in->readSint16BE();
	_vm->setScore(score);

	gameStatus._storyModeFl = (in->readByte() == 1);
	_vm->_mouse->setJumpExitFl(in->readByte() == 1);
	gameStatus._gameOverFl = (in->readByte() == 1);
	for (int i = 0; i < _vm->_numStates; i++)
		_vm->_screenStates[i] = in->readByte();

	_vm->_scheduler->restoreSchedulerData(in);

	// Restore palette and change it if necessary
	_vm->_screen->restorePal(in);

	// Restore maze status
	_vm->_maze._enabledFl = (in->readByte() == 1);
	_vm->_maze._size = in->readByte();
	_vm->_maze._x1 = in->readSint16BE();
	_vm->_maze._y1 = in->readSint16BE();
	_vm->_maze._x2 = in->readSint16BE();
	_vm->_maze._y2 = in->readSint16BE();
	_vm->_maze._x3 = in->readSint16BE();
	_vm->_maze._x4 = in->readSint16BE();
	_vm->_maze._firstScreenIndex = in->readByte();

	_vm->_scheduler->restoreScreen(*_vm->_screenPtr);
	if ((_vm->getGameStatus()._viewState = (Vstate) in->readByte()) != kViewPlay)
		_vm->_screen->hideCursor();


	delete in;
	return true;
}
コード例 #7
0
ファイル: saveload.cpp プロジェクト: AReim1982/scummvm
void SagaEngine::load(const char *fileName) {
	Common::InSaveFile *in;
	int commonBufferSize;
	int sceneNumber, insetSceneNumber;
	int mapx, mapy;
	char title[TITLESIZE];

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	_interface->loadState(in);

	_actor->loadState(in);

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

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

	delete in;

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

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

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

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

	_music->setVolume(volume);

	_interface->draw();

	// Abort any scene entry protagonist animations and auto-cue speeches.
	// Fixes bug #10009.
	_actor->abortAllSpeeches();
	_actor->_protagonist->_location = _actor->_protagonist->_finalTarget;
	_actor->actorEndWalk(ID_PROTAG, true);
}