scummvm/engines/ags/engine/main/game_file.cpp
Walter Agazzi 8b4e30fa35 AGS: Engine: hardcode alignment padding in remaining legacy save parts
From upstream b3951c9d8c8cfdd75c4a1f412735de76e1476ceb
2024-10-30 18:07:42 +02:00

220 lines
7.8 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/>.
*
*/
//
// Game data file management
//
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/character.h"
#include "ags/shared/ac/dialog_topic.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/game.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/shared/ac/game_struct_defines.h"
#include "ags/engine/ac/gui.h"
#include "ags/engine/ac/view_frame.h"
#include "ags/shared/core/asset_manager.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/debugging/out.h"
#include "ags/engine/game/game_init.h"
#include "ags/shared/game/main_game_file.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/engine/gfx/blender.h"
#include "ags/shared/gui/gui_label.h"
#include "ags/engine/main/main.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/shared/script/cc_common.h"
#include "ags/engine/script/script.h"
#include "ags/shared/util/stream.h"
#include "ags/shared/util/text_stream_reader.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
// Test if engine supports extended capabilities required to run the game
bool test_game_caps(const std::set<String> &caps, std::set<String> &failed_caps) {
// Currently we support nothing special
failed_caps = caps;
return caps.size() == 0;
}
// Forms a simple list of capability names
String get_caps_list(const std::set<String> &caps) {
String caps_list;
for (std::set<String>::const_iterator it = caps.begin(); it != caps.end(); ++it) {
caps_list.Append("\n\t");
caps_list.Append(*it);
}
return caps_list;
}
// Called when the game file is opened for the first time (when preloading game data);
// it logs information on data version and reports first found errors, if any.
HGameFileError game_file_first_open(MainGameSource &src) {
HGameFileError err = OpenMainGameFileFromDefaultAsset(src, _G(AssetMgr)->get());
if (err ||
err->Code() == kMGFErr_SignatureFailed ||
err->Code() == kMGFErr_FormatVersionTooOld ||
err->Code() == kMGFErr_FormatVersionNotSupported) {
// Log data description for debugging
Debug::Printf(kDbgMsg_Info, "Opened game data file: %s", src.Filename.GetCStr());
Debug::Printf(kDbgMsg_Info, "Game data version: %d", src.DataVersion);
Debug::Printf(kDbgMsg_Info, "Compiled with: %s", src.CompiledWith.GetCStr());
if (src.Caps.size() > 0) {
String caps_list = get_caps_list(src.Caps);
Debug::Printf(kDbgMsg_Info, "Requested engine caps: %s", caps_list.GetCStr());
}
}
// Quit in case of error
if (!err)
return err;
// Test the extended caps
std::set<String> failed_caps;
if (!test_game_caps(src.Caps, failed_caps)) {
String caps_list = get_caps_list(failed_caps);
return new MainGameFileError(kMGFErr_CapsNotSupported, String::FromFormat("Missing engine caps: %s", caps_list.GetCStr()));
}
return HGameFileError::None();
}
HError preload_game_data() {
MainGameSource src;
HGameFileError err = game_file_first_open(src);
if (!err)
return (HError)err;
// Read only the particular data we need for preliminary game analysis
PreReadGameData(_GP(game), src.InputStream.get(), src.DataVersion);
_GP(game).compiled_with = src.CompiledWith;
FixupSaveDirectory(_GP(game));
return HError::None();
}
static inline HError MakeScriptLoadError(const char *name) {
return new Error(String::FromFormat(
"Failed to load a script module: %s", name),
cc_get_error().ErrorString);
}
// Looks up for the game scripts available as separate assets.
// These are optional, so no error is raised if some of these are not found.
// For those that do exist, reads them and replaces any scripts of same kind
// in the already loaded game data.
HError LoadGameScripts(LoadedGameEntities &ents) {
// Global script
std::unique_ptr<Stream> in(_GP(AssetMgr)->OpenAsset("GlobalScript.o"));
if (in) {
PScript script(ccScript::CreateFromStream(in.get()));
if (!script)
return MakeScriptLoadError("GlobalScript.o");
ents.GlobalScript = script;
}
// Dialog script
in.reset(_GP(AssetMgr)->OpenAsset("DialogScript.o"));
if (in) {
PScript script(ccScript::CreateFromStream(in.get()));
if (!script)
return MakeScriptLoadError("DialogScript.o");
ents.DialogScript = script;
}
// Script modules
// First load a modules list
std::vector<String> modules;
in.reset(_GP(AssetMgr)->OpenAsset("ScriptModules.lst"));
if (in) {
TextStreamReader reader(in.get());
in.release(); // TextStreamReader got it
while (!reader.EOS())
modules.push_back(reader.ReadLine());
}
if (modules.size() > ents.ScriptModules.size())
ents.ScriptModules.resize(modules.size());
// Now run by the list and try loading everything
for (size_t i = 0; i < modules.size(); ++i) {
in.reset(_GP(AssetMgr)->OpenAsset(modules[i]));
if (in) {
PScript script(ccScript::CreateFromStream(in.get()));
if (!script)
return MakeScriptLoadError(modules[i].GetCStr());
ents.ScriptModules[i] = script;
}
}
return HError::None();
}
HError load_game_file() {
MainGameSource src;
LoadedGameEntities ents(_GP(game));
HError err = (HError)OpenMainGameFileFromDefaultAsset(src, _GP(AssetMgr).get());
if (!err)
return err;
err = (HError)ReadGameData(ents, src.InputStream.get(), src.DataVersion);
if (!err)
return err;
src.InputStream.reset();
//-------------------------------------------------------------------------
// Data overrides: for compatibility mode and custom engine support
// NOTE: this must be done before UpdateGameData, or certain adjustments
// won't be applied correctly.
// Custom engine detection (ugly hack, depends on the known game GUIDs)
if (strcmp(_GP(game).guid, "{d6795d1c-3cfe-49ec-90a1-85c313bfccaf}" /* Kathy Rain */ ) == 0 ||
strcmp(_GP(game).guid, "{5833654f-6f0d-40d9-99e2-65c101c8544a}" /* Whispers of a Machine */ ) == 0)
{
_GP(game).options[OPT_CUSTOMENGINETAG] = CUSTOMENG_CLIFFTOP;
}
// Upscale mode -- for old games that supported it.
if ((_G(loaded_game_file_version) < kGameVersion_310) && _GP(usetup).override_upscale) {
if (_GP(game).GetResolutionType() == kGameResolution_320x200 || _GP(game).GetResolutionType() == kGameResolution_Default)
_GP(game).SetGameResolution(kGameResolution_640x400);
else if (_GP(game).GetResolutionType() == kGameResolution_320x240)
_GP(game).SetGameResolution(kGameResolution_640x480);
}
if (_GP(game).options[OPT_CUSTOMENGINETAG] == CUSTOMENG_CLIFFTOP) {
if (_GP(game).GetResolutionType() == kGameResolution_640x400)
_GP(game).SetGameResolution(Size(640, 360));
}
err = (HError)UpdateGameData(ents, src.DataVersion);
if (!err)
return err;
err = LoadGameScripts(ents);
if (!err)
return err;
err = (HError)InitGameState(ents, src.DataVersion);
if (!err)
return err;
return HError::None();
}
void display_game_file_error(HError err) {
_G(platform)->DisplayAlert("Loading game failed with error:\n%s.\n\nThe game files may be incomplete, corrupt or from unsupported version of AGS.",
err->FullMessage().GetCStr());
}
} // namespace AGS3