scummvm/engines/tinsel/savescn.h
Einar Johan Trøan Sømåen 366c1e505d TINSEL: Handle DW2 saves that had Noir-sized SysVars
With this change we now once again can read pre 2.6 savegames.
Similarly savegames created after this fix will be readable by
ScummVM < 2.6.0. We will also be able to load savegames created
by ScummVM 2.6.x.

The only limitation is that since we now create the same kind
of savegames as older versions again, ScummVM 2.6.x will be
unable to load savegames created after this.

This fixes bug #13897
2023-02-04 10:00:50 +02:00

101 lines
2.9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Should really be called "moving actors.h"
*/
#ifndef TINSEL_SAVESCN_H
#define TINSEL_SAVESCN_H
#include "tinsel/actors.h" // SAVED_ACTOR
#include "tinsel/dw.h" // SCNHANDLE
#include "tinsel/movers.h" // SAVED_MOVER
#include "tinsel/pcode.h" // INT_CONTEXT
#include "tinsel/play.h"
#include "tinsel/polygons.h"
#include "tinsel/scroll.h" // SCROLLDATA
#include "tinsel/sysvar.h"
namespace Tinsel {
#define SG_DESC_LEN 40 // Max. saved game description length
#define MAX_SAVED_FILES 100
struct SAVED_DATA {
SCNHANDLE SavedSceneHandle; // Scene handle
SCNHANDLE SavedBgroundHandle; // Background handle
SAVED_MOVER SavedMoverInfo[MAX_MOVERS]; // Moving actors
SAVED_ACTOR SavedActorInfo[MAX_SAVED_ACTORS]; // } Actors
int NumSavedActors; // }
int SavedLoffset, SavedToffset; // Screen offsets
INT_CONTEXT SavedICInfo[MAX_INTERPRET]; // Interpret contexts
bool SavedDeadPolys[MAX_POLY];
bool SavedControl;
SCNHANDLE SavedMidi; // }
bool SavedLoop; // } Midi
bool SavedNoBlocking;
SCROLLDATA SavedNoScrollData;
// Tinsel 2 fields
Z_POSITIONS zPositions[NUM_ZPOSITIONS];
byte savedActorZ[MAX_SAVED_ACTOR_Z];
POLY_VOLATILE SavedPolygonStuff[MAX_POLY];
uint32 SavedTune[3]; // Music
bool bTinselDim;
int SavedScrollFocus;
int SavedSystemVars[SV_TOPVALID_T3];
SOUNDREELS SavedSoundReels[MAX_SOUNDREELS];
};
enum SRSTATE {
SR_IDLE, SR_DORESTORE, SR_DONERESTORE,
SR_DOSAVE, SR_DONESAVE, SR_ABORTED
};
void TinselRestoreScene(bool bFade);
void TinselSaveScene(CORO_PARAM);
void DoRestoreScene(SAVED_DATA *sd, bool bFadeOut);
void DoSaveScene(SAVED_DATA *sd);
bool IsRestoringScene();
enum letype{
LE_NAME, LE_DESC
};
char *ListEntry(int i, letype which);
int getList();
void setNeedLoad();
void RestoreGame(int num);
void SaveGame(char *name, char *desc);
void ProcessSRQueue();
void RequestSaveGame(char *name, char *desc, SAVED_DATA *sd, int *ssCount, SAVED_DATA *ssData);
void RequestRestoreGame(int num, SAVED_DATA *sd, int *ssCount, SAVED_DATA *ssData);
void InitializeSaveScenes();
void FreeSaveScenes();
} // End of namespace Tinsel
#endif /* TINSEL_SAVESCN_H */