예제 #1
0
LoadgameResult DMEngine::loadgame(int16 slot) {
    if (slot == -1 && _newGameFl == k0_modeLoadSavedGame)
        return kDMLoadgameFailure;

    bool fadePalette = true;
    Common::String fileName;
    Common::SaveFileManager *saveFileManager = nullptr;
    Common::InSaveFile *file = nullptr;

    struct {
        SaveTarget _saveTarget;
        int32 _saveVersion;
        OriginalSaveFormat _saveFormat;
        OriginalSavePlatform _savePlatform;
        uint16 _dungeonId;
    } dmSaveHeader;

    if (_newGameFl) {
        //L1366_B_FadePalette = !F0428_DIALOG_RequireGameDiskInDrive_NoDialogDrawn(C0_DO_NOT_FORCE_DIALOG_DM_CSB, true);
        _restartGameAllowed = false;
        _championMan->_partyChampionCount = 0;
        _championMan->_leaderHandObject = Thing::_none;
    } else {
        fileName = getSavefileName(slot);
        saveFileManager = _system->getSavefileManager();
        file = saveFileManager->openForLoading(fileName);

        SaveGameHeader header;
        readSaveGameHeader(file, &header);

        warning("MISSING CODE: missing check for matching format and platform in save in f435_loadgame");

        dmSaveHeader._saveTarget = (SaveTarget)file->readSint32BE();
        dmSaveHeader._saveVersion = file->readSint32BE();
        dmSaveHeader._saveFormat = (OriginalSaveFormat)file->readSint32BE();
        dmSaveHeader._savePlatform = (OriginalSavePlatform)file->readSint32BE();

        // Skip _gameId, which was useless
        file->readSint32BE();
        dmSaveHeader._dungeonId = file->readUint16BE();

        _gameTime = file->readSint32BE();
        // G0349_ul_LastRandomNumber = L1371_s_GlobalData.LastRandomNumber;
        _championMan->_partyChampionCount = file->readUint16BE();
        _dungeonMan->_partyMapX = file->readSint16BE();
        _dungeonMan->_partyMapY = file->readSint16BE();
        _dungeonMan->_partyDir = (Direction)file->readUint16BE();
        _dungeonMan->_partyMapIndex = file->readByte();
        _championMan->_leaderIndex = (ChampionIndex)file->readSint16BE();
        _championMan->_magicCasterChampionIndex = (ChampionIndex)file->readSint16BE();
        _timeline->_eventCount = file->readUint16BE();
        _timeline->_firstUnusedEventIndex = file->readUint16BE();
        _timeline->_eventMaxCount = file->readUint16BE();
        _groupMan->_currActiveGroupCount = file->readUint16BE();
        _projexpl->_lastCreatureAttackTime = file->readSint32BE();
        _projexpl->_lastPartyMovementTime = file->readSint32BE();
        _disabledMovementTicks = file->readSint16BE();
        _projectileDisableMovementTicks = file->readSint16BE();
        _lastProjectileDisabledMovementDirection = file->readSint16BE();
        _championMan->_leaderHandObject = Thing(file->readUint16BE());
        _groupMan->_maxActiveGroupCount = file->readUint16BE();
        if (!_restartGameRequest) {
            _timeline->initTimeline();
            _groupMan->initActiveGroups();
        }

        _groupMan->loadActiveGroupPart(file);
        _championMan->loadPartyPart2(file);
        _timeline->loadEventsPart(file);
        _timeline->loadTimelinePart(file);

        // read sentinel
        uint32 sentinel = file->readUint32BE();
        assert(sentinel == 0x6f85e3d3);

        _dungeonId = dmSaveHeader._dungeonId;
    }

    _dungeonMan->loadDungeonFile(file);
    delete file;

    if (_newGameFl) {
        _timeline->initTimeline();
        _groupMan->initActiveGroups();

        if (fadePalette) {
            _displayMan->startEndFadeToPalette(_displayMan->_blankBuffer);
            delay(1);
            _displayMan->fillScreen(kDMColorBlack);
            _displayMan->startEndFadeToPalette(_displayMan->_paletteTopAndBottomScreen);
        }
    } else {
        _restartGameAllowed = true;

        switch (getGameLanguage()) { // localized
        case Common::DE_DEU:
            _dialog->dialogDraw(nullptr, "SPIEL WIRD GELADEN . . .", nullptr, nullptr, nullptr, nullptr, true, true, true);
            break;
        case Common::FR_FRA:
            _dialog->dialogDraw(nullptr, "CHARGEMENT DU JEU . . .", nullptr, nullptr, nullptr, nullptr, true, true, true);
            break;
        default:
            _dialog->dialogDraw(nullptr, "LOADING GAME . . .", nullptr, nullptr, nullptr, nullptr, true, true, true);
            break;
        }
    }
    _championMan->_partyDead = false;

    return kDMLoadgameSuccess;
}
예제 #2
0
/**
 * 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;
}
예제 #3
0
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;
}