Script::_locker is supposed to track the number of classes and objects that use a script in order to determine when it can be safely unloaded. But for system script 999, _locker rapidly increases throughout the game and eventually overflows. This causes script 999 to unload and crash. Other scripts may also be affected. We have been provided QFG1 SCI0 saves where this occurred over the course of hours within only three days. Logging shows this value skyrocketing in many games even when they are just polling input or animating the screen. Alarmingly, this suggests that many SCI games become unplayable in ScummVM after an achievable amount of game time. This may be a large and complex problem within the script locker system. For now, we can mitigate this by making Script::_locker unsigned, which its callers expected it to be, and by logging overflow attempts and lowering the locker. This fixes existing save games, even if they have already overflowed the signed maximum.
1598 lines
52 KiB
C++
1598 lines
52 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/savefile.h"
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#include "common/stream.h"
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#include "common/system.h"
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#include "common/func.h"
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#include "common/serializer.h"
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#include "common/translation.h"
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#include "graphics/thumbnail.h"
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#include "sci/sci.h"
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#include "sci/event.h"
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#include "sci/engine/features.h"
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#include "sci/engine/kernel.h"
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#include "sci/engine/state.h"
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#include "sci/engine/message.h"
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#include "sci/engine/savegame.h"
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#include "sci/engine/selector.h"
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#include "sci/engine/vm_types.h"
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#include "sci/engine/script.h" // for SCI_OBJ_EXPORTS and SCI_OBJ_SYNONYMS
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#include "sci/graphics/helpers.h"
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#include "sci/graphics/menu.h"
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#include "sci/graphics/palette.h"
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#include "sci/graphics/ports.h"
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#include "sci/graphics/screen.h"
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#include "sci/parser/vocabulary.h"
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#include "sci/sound/audio.h"
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#include "sci/sound/music.h"
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#ifdef ENABLE_SCI32
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#include "common/config-manager.h"
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#include "common/gui_options.h"
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#include "sci/engine/guest_additions.h"
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#include "sci/graphics/cursor32.h"
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#include "sci/graphics/frameout.h"
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#include "sci/graphics/palette32.h"
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#include "sci/graphics/remap32.h"
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#include "sci/graphics/video32.h"
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#endif
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namespace Sci {
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// These are serialization functions for various objects.
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void syncWithSerializer(Common::Serializer &s, Common::Serializable &obj) {
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obj.saveLoadWithSerializer(s);
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}
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void syncWithSerializer(Common::Serializer &s, ResourceId &obj) {
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s.syncAsByte(obj._type);
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s.syncAsUint16LE(obj._number);
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s.syncAsUint32LE(obj._tuple);
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}
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void syncWithSerializer(Common::Serializer &s, reg_t &obj) {
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s.syncAsUint16LE(obj._segment);
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s.syncAsUint16LE(obj._offset);
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}
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void syncWithSerializer(Common::Serializer &s, synonym_t &obj) {
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s.syncAsUint16LE(obj.replaceant);
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s.syncAsUint16LE(obj.replacement);
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}
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void syncWithSerializer(Common::Serializer &s, Class &obj) {
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s.syncAsSint32LE(obj.script);
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syncWithSerializer(s, obj.reg);
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}
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void syncWithSerializer(Common::Serializer &s, List &obj) {
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syncWithSerializer(s, obj.first);
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syncWithSerializer(s, obj.last);
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}
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void syncWithSerializer(Common::Serializer &s, Node &obj) {
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syncWithSerializer(s, obj.pred);
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syncWithSerializer(s, obj.succ);
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syncWithSerializer(s, obj.key);
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syncWithSerializer(s, obj.value);
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}
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#pragma mark -
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// By default, sync using syncWithSerializer, which in turn can easily be overloaded.
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template<typename T>
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struct DefaultSyncer : Common::BinaryFunction<Common::Serializer, T, void> {
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void operator()(Common::Serializer &s, T &obj, int) const {
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syncWithSerializer(s, obj);
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}
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};
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// Syncer for entries in a segment obj table
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template<typename T>
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struct SegmentObjTableEntrySyncer : Common::BinaryFunction<Common::Serializer, typename T::Entry &, void> {
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void operator()(Common::Serializer &s, typename T::Entry &entry, int index) const {
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s.syncAsSint32LE(entry.next_free);
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bool hasData = false;
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if (s.getVersion() >= 37) {
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if (s.isSaving()) {
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hasData = entry.data != nullptr;
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}
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s.syncAsByte(hasData);
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} else {
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hasData = (entry.next_free == index);
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}
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if (hasData) {
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if (s.isLoading()) {
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entry.data = new typename T::value_type;
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}
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syncWithSerializer(s, *entry.data);
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} else if (s.isLoading()) {
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if (s.getVersion() < 37) {
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typename T::value_type dummy;
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syncWithSerializer(s, dummy);
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}
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entry.data = nullptr;
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}
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}
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};
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/**
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* Sync a Common::Array using a Common::Serializer.
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* When saving, this writes the length of the array, then syncs (writes) all entries.
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* When loading, it loads the length of the array, then resizes it accordingly, before
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* syncing all entries.
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*
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* Note: This shouldn't be in common/array.h nor in common/serializer.h, after
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* all, not all code using arrays wants to use the serializer, and vice versa.
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* But we could put this into a separate header file in common/ at some point.
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* Something like common/serializer-extras.h or so.
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*
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* TODO: Add something like this for lists, queues....
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*/
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template<typename T, class Syncer = DefaultSyncer<T> >
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struct ArraySyncer : Common::BinaryFunction<Common::Serializer, T, void> {
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void operator()(Common::Serializer &s, Common::Array<T> &arr) const {
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uint len = arr.size();
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s.syncAsUint32LE(len);
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Syncer sync;
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// Resize the array if loading.
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if (s.isLoading())
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arr.resize(len);
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for (uint i = 0; i < len; ++i) {
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sync(s, arr[i], i);
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}
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}
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};
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// Convenience wrapper
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template<typename T>
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void syncArray(Common::Serializer &s, Common::Array<T> &arr) {
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ArraySyncer<T> sync;
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sync(s, arr);
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}
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template<typename T, class Syncer>
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void syncArray(Common::Serializer &s, Common::Array<T> &arr) {
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ArraySyncer<T, Syncer> sync;
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sync(s, arr);
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}
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void SegManager::saveLoadWithSerializer(Common::Serializer &s) {
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if (s.isLoading()) {
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resetSegMan();
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// Reset _scriptSegMap, to be restored below
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_scriptSegMap.clear();
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}
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s.skip(4, VER(14), VER(18)); // OBSOLETE: Used to be _exportsAreWide
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uint sync_heap_size = _heap.size();
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s.syncAsUint32LE(sync_heap_size);
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_heap.resize(sync_heap_size);
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for (uint i = 0; i < sync_heap_size; ++i) {
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SegmentObj *&mobj = _heap[i];
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// Sync the segment type
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SegmentType type = (s.isSaving() && mobj) ? mobj->getType() : SEG_TYPE_INVALID;
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s.syncAsUint32LE(type);
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if (type == SEG_TYPE_HUNK) {
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// Don't save or load HunkTable segments
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continue;
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} else if (type == SEG_TYPE_INVALID) {
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// If we were saving and mobj == 0, or if we are loading and this is an
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// entry marked as empty -> skip to next
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continue;
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} else if (type == 5) {
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// Don't save or load the obsolete system string segments
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if (s.isSaving()) {
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continue;
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} else {
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// Old saved game. Skip the data.
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Common::String tmp;
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for (int j = 0; j < 4; j++) {
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s.syncString(tmp); // OBSOLETE: name
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s.skip(4); // OBSOLETE: maxSize
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s.syncString(tmp); // OBSOLETE: value
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}
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_heap[i] = NULL; // set as freed
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continue;
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}
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#ifdef ENABLE_SCI32
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} else if (type == SEG_TYPE_ARRAY) {
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_arraysSegId = i;
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} else if (s.getVersion() >= 36 && type == SEG_TYPE_BITMAP) {
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_bitmapSegId = i;
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#endif
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}
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if (s.isLoading())
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mobj = SegmentObj::createSegmentObj(type);
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assert(mobj);
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// Let the object sync custom data. Scripts are loaded at this point.
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mobj->saveLoadWithSerializer(s);
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if (type == SEG_TYPE_SCRIPT) {
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Script *scr = (Script *)mobj;
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|
if (s.isLoading()) {
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_scriptSegMap[scr->getScriptNumber()] = i;
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|
}
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|
if (s.getVersion() >= 28)
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|
scr->syncStringHeap(s);
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|
}
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}
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s.syncAsSint32LE(_clonesSegId);
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s.syncAsSint32LE(_listsSegId);
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s.syncAsSint32LE(_nodesSegId);
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syncArray<Class>(s, _classTable);
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if (s.isLoading()) {
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// Now that all scripts are loaded, init their objects.
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// Just like in Script::initializeObjectsSci0, we do two passes
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// in case an object is loaded before its base.
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int passes = getSciVersion() < SCI_VERSION_1_1 ? 2 : 1;
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for (int pass = 1; pass <= passes; ++pass) {
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for (uint i = 0; i < _heap.size(); i++) {
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if (!_heap[i] || _heap[i]->getType() != SEG_TYPE_SCRIPT)
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continue;
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|
Script *scr = (Script *)_heap[i];
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scr->syncLocalsBlock(this);
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|
ObjMap &objects = scr->getObjectMap();
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|
for (ObjMap::iterator it = objects.begin(); it != objects.end(); ++it) {
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|
reg_t addr = it->_value.getPos();
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if (pass == 1) {
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scr->scriptObjInit(addr, false);
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|
} else {
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|
Object *obj = scr->getObject(addr.getOffset());
|
|
// When a game disposes a script with kDisposeScript,
|
|
// the script is marked as deleted and its lockers are
|
|
// set to 0, which makes the GC stop using the script
|
|
// as a retainer of its own objects. Most of the time,
|
|
// this means that the script and all of its objects are
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// cleaned up on the next GC cycle, but occasionally a
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|
// game will retain a reference to an object within a
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|
// disposed script somewhere else, which keeps the
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|
// script (and all of its objects) alive. This does not
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// prevent the GC from safely collecting other objects
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|
// that had only been retained by now-unreachable script
|
|
// objects, so references held by these unreachable
|
|
// objects may be invalidated. If the superclass of one
|
|
// of these objects is GC'd (because it was the only
|
|
// retainer of the superclass), and a save game is
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|
// created after kDisposeScript is called but before
|
|
// the script actually becomes collectable, it will
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|
// cause the `initBaseObject` call to fail on restore,
|
|
// but this is fine because the object isn't reachable
|
|
// anyway (it is just waiting to be GC'd).
|
|
//
|
|
// For example, in EcoQuest floppy, after opening the
|
|
// gate for Delphineus at the beginning of the game,
|
|
// the game calls to dispose script 380, but there are
|
|
// still reachable references to the script 380 object
|
|
// `outsideGateLever` at `CueObj::client` and
|
|
// `OnMeAndLowY::theObj`, so script 380 (and all of its
|
|
// objects) are retained. However, the now-unreachable
|
|
// `fJump` object had been the only retainer of its
|
|
// superclass `JumpTo`, so the `JumpTo` class gets
|
|
// GC'd, and the `fJump` object is left with no valid
|
|
// superclass. If the game is saved and restored at this
|
|
// point, `initBaseObject` will fail on `fJump` because
|
|
// it has no superclass (but, again, this is fine
|
|
// because this is an unreachable object). Later,
|
|
// `outsideGateLever` becomes unreachable as the
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|
// `CueObj::client` and `OnMeAndLowY::theObj` properties
|
|
// are changed, which means that all script 380 objects
|
|
// are finally unreachable and the script and its
|
|
// objects get fully disposed.
|
|
//
|
|
// All that said, if a script has lockers and the base
|
|
// object necessary for restoring the object is still
|
|
// missing, that is probably a real bug.
|
|
if (!obj->initBaseObject(this, addr, false) && scr->getLockers()) {
|
|
warning("Failed to locate base object %04x:%04x for object %04x:%04x (%s); skipping", PRINT_REG(obj->getSpeciesSelector()), PRINT_REG(addr), getObjectName(addr));
|
|
}
|
|
}
|
|
}
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|
|
|
#ifdef ENABLE_SCI32
|
|
if (pass == passes) {
|
|
g_sci->_guestAdditions->segManSaveLoadScriptHook(*scr);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void sync_SavegameMetadata(Common::Serializer &s, SavegameMetadata &obj) {
|
|
s.syncString(obj.name);
|
|
s.syncVersion(CURRENT_SAVEGAME_VERSION);
|
|
obj.version = s.getVersion();
|
|
s.syncString(obj.gameVersion);
|
|
s.syncAsSint32LE(obj.saveDate);
|
|
s.syncAsSint32LE(obj.saveTime);
|
|
if (s.getVersion() < 22) {
|
|
obj.gameObjectOffset = 0;
|
|
obj.script0Size = 0;
|
|
} else {
|
|
s.syncAsUint16LE(obj.gameObjectOffset);
|
|
s.syncAsUint16LE(obj.script0Size);
|
|
}
|
|
|
|
// Playtime
|
|
obj.playTime = 0;
|
|
if (s.isLoading()) {
|
|
if (s.getVersion() >= 26)
|
|
s.syncAsUint32LE(obj.playTime);
|
|
} else {
|
|
if (s.getVersion() >= 34) {
|
|
obj.playTime = g_sci->getTickCount();
|
|
} else {
|
|
obj.playTime = g_engine->getTotalPlayTime() / 1000;
|
|
}
|
|
s.syncAsUint32LE(obj.playTime);
|
|
}
|
|
|
|
// Some games require additional metadata to display their restore screens
|
|
// correctly
|
|
if (s.getVersion() >= 39) {
|
|
if (s.isSaving()) {
|
|
const reg_t *globals = g_sci->getEngineState()->variables[VAR_GLOBAL];
|
|
if (g_sci->getGameId() == GID_SHIVERS) {
|
|
obj.lowScore = globals[kGlobalVarScore].toUint16();
|
|
obj.highScore = globals[kGlobalVarShivers1Score].toUint16();
|
|
obj.avatarId = 0;
|
|
} else if (g_sci->getGameId() == GID_MOTHERGOOSEHIRES) {
|
|
obj.lowScore = obj.highScore = 0;
|
|
obj.avatarId = readSelectorValue(g_sci->getEngineState()->_segMan, globals[kGlobalVarEgo], SELECTOR(view));
|
|
} else {
|
|
obj.lowScore = obj.highScore = obj.avatarId = 0;
|
|
}
|
|
}
|
|
|
|
s.syncAsUint16LE(obj.lowScore);
|
|
s.syncAsUint16LE(obj.highScore);
|
|
s.syncAsByte(obj.avatarId);
|
|
}
|
|
}
|
|
|
|
void EngineState::saveLoadWithSerializer(Common::Serializer &s) {
|
|
Common::String tmp;
|
|
s.syncString(tmp, VER(14), VER(23)); // OBSOLETE: Used to be gameVersion
|
|
|
|
if (getSciVersion() <= SCI_VERSION_1_1) {
|
|
// Save/Load picPort as well for SCI0-SCI1.1. Necessary for Castle of Dr. Brain,
|
|
// as the picPort has been changed when loading during the intro
|
|
int16 picPortTop, picPortLeft;
|
|
Common::Rect picPortRect;
|
|
|
|
if (s.isSaving())
|
|
picPortRect = g_sci->_gfxPorts->kernelGetPicWindow(picPortTop, picPortLeft);
|
|
|
|
s.syncAsSint16LE(picPortRect.top);
|
|
s.syncAsSint16LE(picPortRect.left);
|
|
s.syncAsSint16LE(picPortRect.bottom);
|
|
s.syncAsSint16LE(picPortRect.right);
|
|
s.syncAsSint16LE(picPortTop);
|
|
s.syncAsSint16LE(picPortLeft);
|
|
|
|
if (s.isLoading())
|
|
g_sci->_gfxPorts->kernelSetPicWindow(picPortRect, picPortTop, picPortLeft, false);
|
|
}
|
|
|
|
#ifdef ENABLE_SCI32
|
|
if (getSciVersion() >= SCI_VERSION_2) {
|
|
g_sci->_video32->beforeSaveLoadWithSerializer(s);
|
|
}
|
|
|
|
if (getSciVersion() >= SCI_VERSION_2 &&
|
|
s.isLoading() &&
|
|
g_sci->getPlatform() == Common::kPlatformMacintosh) {
|
|
g_sci->_gfxFrameout->deletePlanesForMacRestore();
|
|
}
|
|
#endif
|
|
|
|
_segMan->saveLoadWithSerializer(s);
|
|
|
|
g_sci->_soundCmd->syncPlayList(s);
|
|
|
|
if (getSciVersion() >= SCI_VERSION_2) {
|
|
#ifdef ENABLE_SCI32
|
|
g_sci->_gfxPalette32->saveLoadWithSerializer(s);
|
|
g_sci->_gfxRemap32->saveLoadWithSerializer(s);
|
|
g_sci->_gfxCursor32->saveLoadWithSerializer(s);
|
|
g_sci->_audio32->saveLoadWithSerializer(s);
|
|
g_sci->_video32->saveLoadWithSerializer(s);
|
|
#endif
|
|
} else {
|
|
g_sci->_gfxPalette16->saveLoadWithSerializer(s);
|
|
}
|
|
|
|
// Stop any currently playing audio when loading.
|
|
// Loading is not normally allowed while audio is being played in SCI games.
|
|
// Stopping sounds is needed in ScummVM, as the player may load via
|
|
// Control - F5 at any point, even while a sound is playing.
|
|
if (s.isLoading()) {
|
|
if (getSciVersion() >= SCI_VERSION_2) {
|
|
#ifdef ENABLE_SCI32
|
|
g_sci->_audio32->stop(kAllChannels);
|
|
#endif
|
|
} else {
|
|
g_sci->_audio->stopAllAudio();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Vocabulary::saveLoadWithSerializer(Common::Serializer &s) {
|
|
syncArray<synonym_t>(s, _synonyms);
|
|
}
|
|
|
|
void LocalVariables::saveLoadWithSerializer(Common::Serializer &s) {
|
|
s.syncAsSint32LE(script_id);
|
|
syncArray<reg_t>(s, _locals);
|
|
}
|
|
|
|
void Object::saveLoadWithSerializer(Common::Serializer &s) {
|
|
s.syncAsSint32LE(_isFreed);
|
|
syncWithSerializer(s, _pos);
|
|
s.syncAsSint32LE(_methodCount); // that's actually a uint16
|
|
|
|
syncArray<reg_t>(s, _variables);
|
|
|
|
#ifdef ENABLE_SCI32
|
|
if (s.getVersion() >= 42 && getSciVersion() == SCI_VERSION_3) {
|
|
// Obsolete mustSetViewVisible array
|
|
if (s.getVersion() == 42 && s.isLoading()) {
|
|
uint32 len;
|
|
s.syncAsUint32LE(len);
|
|
s.skip(len);
|
|
}
|
|
syncWithSerializer(s, _superClassPosSci3);
|
|
syncWithSerializer(s, _speciesSelectorSci3);
|
|
syncWithSerializer(s, _infoSelectorSci3);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
template<typename T>
|
|
void sync_Table(Common::Serializer &s, T &obj) {
|
|
s.syncAsSint32LE(obj.first_free);
|
|
s.syncAsSint32LE(obj.entries_used);
|
|
|
|
syncArray<typename T::Entry, SegmentObjTableEntrySyncer<T> >(s, obj._table);
|
|
}
|
|
|
|
void CloneTable::saveLoadWithSerializer(Common::Serializer &s) {
|
|
sync_Table<CloneTable>(s, *this);
|
|
}
|
|
|
|
void NodeTable::saveLoadWithSerializer(Common::Serializer &s) {
|
|
sync_Table<NodeTable>(s, *this);
|
|
}
|
|
|
|
void ListTable::saveLoadWithSerializer(Common::Serializer &s) {
|
|
sync_Table<ListTable>(s, *this);
|
|
}
|
|
|
|
void HunkTable::saveLoadWithSerializer(Common::Serializer &s) {
|
|
// Do nothing, hunk tables are not actually saved nor loaded.
|
|
}
|
|
|
|
void Script::syncStringHeap(Common::Serializer &s) {
|
|
if (getSciVersion() < SCI_VERSION_1_1) {
|
|
// Sync all of the SCI_OBJ_STRINGS blocks
|
|
SciSpan<byte> buf = *_buf;
|
|
bool oldScriptHeader = (getSciVersion() == SCI_VERSION_0_EARLY);
|
|
|
|
if (oldScriptHeader)
|
|
buf += 2;
|
|
|
|
for (;;) {
|
|
int blockType = buf.getUint16LEAt(0);
|
|
int blockSize;
|
|
if (blockType == 0)
|
|
break;
|
|
|
|
blockSize = buf.getUint16LEAt(2);
|
|
assert(blockSize > 0);
|
|
|
|
if (blockType == SCI_OBJ_STRINGS)
|
|
s.syncBytes(buf.getUnsafeDataAt(0, blockSize), blockSize);
|
|
|
|
buf += blockSize;
|
|
}
|
|
|
|
} else if (getSciVersion() >= SCI_VERSION_1_1 && getSciVersion() <= SCI_VERSION_2_1_LATE){
|
|
// Strings in SCI1.1 come after the object instances
|
|
SciSpan<byte> buf = _heap.subspan(4 + _heap.getUint16SEAt(2) * 2);
|
|
|
|
// Skip all of the objects
|
|
while (buf.getUint16SEAt(0) == SCRIPT_OBJECT_MAGIC_NUMBER)
|
|
buf += buf.getUint16SEAt(2) * 2;
|
|
|
|
// Now, sync everything till the end of the buffer
|
|
const int length = _heap.size() - (buf - _heap);
|
|
s.syncBytes(buf.getUnsafeDataAt(0, length), length);
|
|
} else if (getSciVersion() == SCI_VERSION_3) {
|
|
const int stringOffset = _buf->getInt32SEAt(4);
|
|
const int length = _buf->getInt32SEAt(8) - stringOffset;
|
|
s.syncBytes(_buf->getUnsafeDataAt(stringOffset, length), length);
|
|
}
|
|
}
|
|
|
|
void Script::saveLoadWithSerializer(Common::Serializer &s) {
|
|
s.syncAsSint32LE(_nr);
|
|
|
|
if (s.isLoading())
|
|
load(_nr, g_sci->getResMan(), g_sci->getScriptPatcher());
|
|
s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _bufSize
|
|
s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _scriptSize
|
|
s.skip(4, VER(14), VER(22)); // OBSOLETE: Used to be _heapSize
|
|
|
|
s.skip(4, VER(14), VER(19)); // OBSOLETE: Used to be _numExports
|
|
s.skip(4, VER(14), VER(19)); // OBSOLETE: Used to be _numSynonyms
|
|
s.syncAsUint32LE(_lockers);
|
|
|
|
// Sync _objects. This is a hashmap, and we use the following on disk format:
|
|
// First we store the number of items in the hashmap, then we store each
|
|
// object (which is an 'Object' instance). For loading, we take advantage
|
|
// of the fact that the key of each Object obj is just obj._pos.offset !
|
|
// By "chance" this format is identical to the format used to sync Common::Array<>,
|
|
// hence we can still old savegames with identical code :).
|
|
|
|
uint numObjs = _objects.size();
|
|
s.syncAsUint32LE(numObjs);
|
|
|
|
if (s.isLoading()) {
|
|
_objects.clear();
|
|
Object tmp;
|
|
for (uint i = 0; i < numObjs; ++i) {
|
|
syncWithSerializer(s, tmp);
|
|
_objects[tmp.getPos().getOffset()] = tmp;
|
|
}
|
|
} else {
|
|
ObjMap::iterator it;
|
|
const ObjMap::iterator end = _objects.end();
|
|
for (it = _objects.begin(); it != end; ++it) {
|
|
syncWithSerializer(s, it->_value);
|
|
}
|
|
}
|
|
|
|
s.skip(4, VER(14), VER(20)); // OBSOLETE: Used to be _localsOffset
|
|
s.syncAsSint32LE(_localsSegment);
|
|
|
|
s.syncAsSint32LE(_markedAsDeleted);
|
|
}
|
|
|
|
void DynMem::saveLoadWithSerializer(Common::Serializer &s) {
|
|
s.syncAsSint32LE(_size);
|
|
s.syncString(_description);
|
|
if (!_buf && _size) {
|
|
_buf = (byte *)calloc(_size, 1);
|
|
}
|
|
if (_size)
|
|
s.syncBytes(_buf, _size);
|
|
}
|
|
|
|
void DataStack::saveLoadWithSerializer(Common::Serializer &s) {
|
|
s.syncAsUint32LE(_capacity);
|
|
if (s.isLoading()) {
|
|
free(_entries);
|
|
_entries = (reg_t *)calloc(_capacity, sizeof(reg_t));
|
|
}
|
|
}
|
|
|
|
#pragma mark -
|
|
|
|
void SciMusic::saveLoadWithSerializer(Common::Serializer &s) {
|
|
// Sync song lib data. When loading, the actual song lib will be initialized
|
|
// afterwards in gamestate_restore()
|
|
int songcount = 0;
|
|
byte masterVolume = soundGetMasterVolume();
|
|
byte reverb = _pMidiDrv->getReverb();
|
|
|
|
if (s.isSaving()) {
|
|
s.syncAsByte(_soundOn);
|
|
s.syncAsByte(masterVolume);
|
|
s.syncAsByte(reverb, VER(17));
|
|
} else if (s.isLoading()) {
|
|
if (s.getVersion() >= 15) {
|
|
s.syncAsByte(_soundOn);
|
|
s.syncAsByte(masterVolume);
|
|
reverb = 0;
|
|
s.syncAsByte(reverb, VER(17));
|
|
} else {
|
|
_soundOn = true;
|
|
masterVolume = 15;
|
|
reverb = 0;
|
|
}
|
|
|
|
soundSetSoundOn(_soundOn);
|
|
soundSetMasterVolume(masterVolume);
|
|
setGlobalReverb(reverb);
|
|
}
|
|
|
|
if (s.isSaving())
|
|
songcount = _playList.size();
|
|
s.syncAsUint32LE(songcount);
|
|
|
|
if (s.isLoading())
|
|
clearPlayList();
|
|
|
|
Common::StackLock lock(_mutex);
|
|
|
|
if (s.isLoading()) {
|
|
for (int i = 0; i < songcount; i++) {
|
|
MusicEntry *curSong = new MusicEntry();
|
|
curSong->saveLoadWithSerializer(s);
|
|
_playList.push_back(curSong);
|
|
}
|
|
} else {
|
|
for (int i = 0; i < songcount; i++) {
|
|
_playList[i]->saveLoadWithSerializer(s);
|
|
}
|
|
}
|
|
}
|
|
|
|
void MusicEntry::saveLoadWithSerializer(Common::Serializer &s) {
|
|
syncWithSerializer(s, soundObj);
|
|
s.syncAsSint16LE(resourceId);
|
|
s.syncAsSint16LE(dataInc);
|
|
s.syncAsSint16LE(ticker);
|
|
s.syncAsSint16LE(signal, VER(17));
|
|
if (s.getVersion() >= 31) // FE sound/music.h -> priority
|
|
s.syncAsSint16LE(priority);
|
|
else
|
|
s.syncAsByte(priority);
|
|
s.syncAsSint16LE(loop, VER(17));
|
|
s.syncAsByte(volume);
|
|
s.syncAsByte(hold, VER(17));
|
|
s.syncAsByte(fadeTo);
|
|
s.syncAsSint16LE(fadeStep);
|
|
s.syncAsSint32LE(fadeTicker);
|
|
s.syncAsSint32LE(fadeTickerStep);
|
|
s.syncAsByte(fadeSetVolume, VER(46));
|
|
s.syncAsByte(fadeCompleted, VER(46));
|
|
s.syncAsByte(stopAfterFading, VER(45));
|
|
s.syncAsByte(status);
|
|
if (s.getVersion() >= 32)
|
|
s.syncAsByte(playBed);
|
|
else if (s.isLoading())
|
|
playBed = false;
|
|
if (s.getVersion() >= 33)
|
|
s.syncAsByte(overridePriority);
|
|
else if (s.isLoading())
|
|
overridePriority = false;
|
|
|
|
// pMidiParser and pStreamAud will be initialized when the
|
|
// sound list is reconstructed in gamestate_restore()
|
|
if (s.isLoading()) {
|
|
soundRes = nullptr;
|
|
pMidiParser = nullptr;
|
|
pStreamAud = nullptr;
|
|
reverb = -1; // invalid reverb, will be initialized in processInitSound()
|
|
}
|
|
}
|
|
|
|
void SoundCommandParser::syncPlayList(Common::Serializer &s) {
|
|
_music->saveLoadWithSerializer(s);
|
|
}
|
|
|
|
void SoundCommandParser::reconstructPlayList() {
|
|
_music->_mutex.lock();
|
|
|
|
// We store all songs here because starting songs may re-shuffle their order
|
|
MusicList songs;
|
|
for (MusicList::iterator i = _music->getPlayListStart(); i != _music->getPlayListEnd(); ++i)
|
|
songs.push_back(*i);
|
|
|
|
// Done with main playlist, so release lock
|
|
_music->_mutex.unlock();
|
|
|
|
for (MusicList::iterator i = songs.begin(); i != songs.end(); ++i) {
|
|
MusicEntry *entry = *i;
|
|
initSoundResource(entry);
|
|
|
|
#ifdef ENABLE_SCI32
|
|
if (_soundVersion >= SCI_VERSION_2 && entry->isSample) {
|
|
const reg_t &soundObj = entry->soundObj;
|
|
|
|
if (readSelectorValue(_segMan, soundObj, SELECTOR(loop)) == 0xFFFF &&
|
|
readSelector(_segMan, soundObj, SELECTOR(handle)) != NULL_REG) {
|
|
|
|
writeSelector(_segMan, soundObj, SELECTOR(handle), NULL_REG);
|
|
processPlaySound(soundObj, entry->playBed);
|
|
}
|
|
} else
|
|
#endif
|
|
if (entry->status == kSoundPlaying) {
|
|
// WORKAROUND: PQ3 (German?) scripts can set volume negative in the
|
|
// sound object directly without going through DoSound.
|
|
// Since we re-read this selector when re-playing the sound after loading,
|
|
// this will lead to unexpected behaviour. As a workaround we
|
|
// sync the sound object's selectors here. (See bug #5501)
|
|
writeSelectorValue(_segMan, entry->soundObj, SELECTOR(loop), entry->loop);
|
|
writeSelectorValue(_segMan, entry->soundObj, SELECTOR(priority), entry->priority);
|
|
if (_soundVersion >= SCI_VERSION_1_EARLY)
|
|
writeSelectorValue(_segMan, entry->soundObj, SELECTOR(vol), entry->volume);
|
|
|
|
processPlaySound(entry->soundObj, entry->playBed, true);
|
|
}
|
|
}
|
|
|
|
// Emulate the original SCI0 behavior: If no sound with status kSoundPlaying was found we
|
|
// look for the first sound with status kSoundPaused and start that. It relies on a correctly
|
|
// sorted playlist, but we have that...
|
|
if (_soundVersion <= SCI_VERSION_0_LATE && !_music->getFirstSlotWithStatus(kSoundPlaying)) {
|
|
if (MusicEntry *pSnd = _music->getFirstSlotWithStatus(kSoundPaused)) {
|
|
writeSelectorValue(_segMan, pSnd->soundObj, SELECTOR(loop), pSnd->loop);
|
|
writeSelectorValue(_segMan, pSnd->soundObj, SELECTOR(priority), pSnd->priority);
|
|
processPlaySound(pSnd->soundObj, pSnd->playBed, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef ENABLE_SCI32
|
|
void ArrayTable::saveLoadWithSerializer(Common::Serializer &ser) {
|
|
if (ser.getVersion() < 18)
|
|
return;
|
|
|
|
sync_Table<ArrayTable>(ser, *this);
|
|
}
|
|
|
|
void SciArray::saveLoadWithSerializer(Common::Serializer &s) {
|
|
uint16 savedSize;
|
|
|
|
if (s.isSaving()) {
|
|
savedSize = _size;
|
|
}
|
|
|
|
s.syncAsByte(_type);
|
|
s.syncAsByte(_elementSize);
|
|
s.syncAsUint16LE(savedSize);
|
|
|
|
if (s.isLoading()) {
|
|
resize(savedSize);
|
|
}
|
|
|
|
switch (_type) {
|
|
case kArrayTypeInt16:
|
|
case kArrayTypeID:
|
|
for (int i = 0; i < savedSize; ++i) {
|
|
syncWithSerializer(s, ((reg_t *)_data)[i]);
|
|
}
|
|
break;
|
|
case kArrayTypeByte:
|
|
case kArrayTypeString:
|
|
s.syncBytes((byte *)_data, savedSize);
|
|
break;
|
|
default:
|
|
error("Attempt to sync invalid SciArray type %d", _type);
|
|
}
|
|
}
|
|
|
|
void BitmapTable::saveLoadWithSerializer(Common::Serializer &ser) {
|
|
if (ser.getVersion() < 36) {
|
|
return;
|
|
}
|
|
|
|
sync_Table(ser, *this);
|
|
}
|
|
|
|
void SciBitmap::saveLoadWithSerializer(Common::Serializer &s) {
|
|
if (s.getVersion() < 36) {
|
|
return;
|
|
}
|
|
|
|
s.syncAsByte(_gc);
|
|
s.syncAsUint32LE(_dataSize);
|
|
if (s.isLoading()) {
|
|
_data = (byte *)malloc(_dataSize);
|
|
}
|
|
s.syncBytes(_data, _dataSize);
|
|
|
|
if (s.isLoading()) {
|
|
_buffer.init(getWidth(), getHeight(), getWidth(), getPixels(), Graphics::PixelFormat::createFormatCLUT8());
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void GfxPalette::palVarySaveLoadPalette(Common::Serializer &s, Palette *palette) {
|
|
s.syncBytes(palette->mapping, 256);
|
|
s.syncAsUint32LE(palette->timestamp);
|
|
for (int i = 0; i < 256; i++) {
|
|
s.syncAsByte(palette->colors[i].used);
|
|
s.syncAsByte(palette->colors[i].r);
|
|
s.syncAsByte(palette->colors[i].g);
|
|
s.syncAsByte(palette->colors[i].b);
|
|
}
|
|
s.syncBytes(palette->intensity, 256);
|
|
}
|
|
|
|
void GfxPalette::saveLoadWithSerializer(Common::Serializer &s) {
|
|
if (s.isLoading()) {
|
|
// Palette cycling schedules must be reset on load because we persist the engine tick count.
|
|
// Otherwise, loading during cycling leaves the animation stuck until the new lower tick count
|
|
// reaches the stale scheduled values. (Example: SQ5 Kiz Urazgubi waterfalls)
|
|
// SSCI didn't persist or reset engine tick count so it didn't need to reset the schedules.
|
|
_schedules.clear();
|
|
}
|
|
if (s.getVersion() >= 25) {
|
|
// We need to save intensity of the _sysPalette at least for kq6 when entering the dark cave (room 390)
|
|
// from room 340. scripts will set intensity to 60 for this room and restore them when leaving.
|
|
// Sierra SCI is also doing this (although obviously not for SCI0->SCI01 games, still it doesn't hurt
|
|
// to save it everywhere). Refer to bug #5383
|
|
s.syncBytes(_sysPalette.intensity, 256);
|
|
}
|
|
if (s.getVersion() >= 24) {
|
|
if (s.isLoading() && _palVaryResourceId != -1)
|
|
palVaryRemoveTimer();
|
|
|
|
s.syncAsSint32LE(_palVaryResourceId);
|
|
if (_palVaryResourceId != -1 || s.getVersion() >= 40) {
|
|
if (_palVaryResourceId != -1) {
|
|
palVarySaveLoadPalette(s, &_palVaryOriginPalette);
|
|
palVarySaveLoadPalette(s, &_palVaryTargetPalette);
|
|
}
|
|
s.syncAsSint16LE(_palVaryStep);
|
|
s.syncAsSint16LE(_palVaryStepStop);
|
|
s.syncAsSint16LE(_palVaryDirection);
|
|
s.syncAsUint16LE(_palVaryTicks);
|
|
s.syncAsSint32LE(_palVaryPaused);
|
|
if (s.getVersion() >= 40)
|
|
s.syncAsSint32LE(_palVarySignal);
|
|
}
|
|
|
|
if (s.isLoading() && s.getVersion() < 40) {
|
|
// Reset _palVaryPaused to 0 when loading an old savegame.
|
|
// Before version 40, we didn't restore or reset _palVaryPaused.
|
|
// In QfG3 this could get it stuck at positive values (bug #9674).
|
|
//
|
|
// Other SCI11 games don't appear to use palVaryPaused at all.
|
|
// (Looked at eq2, freddy, kq6, lb2, mgoose11, pq1, qg1, sq4, sq5)
|
|
_palVaryPaused = 0;
|
|
|
|
// Clear any pending updates, since _palVarySignal also wasn't saved
|
|
// before version 40.
|
|
_palVarySignal = 0;
|
|
}
|
|
|
|
if (s.isLoading() && _palVaryResourceId != -1) {
|
|
palVaryInstallTimer();
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef ENABLE_SCI32
|
|
static void saveLoadPalette32(Common::Serializer &s, Palette &palette) {
|
|
s.syncAsUint32LE(palette.timestamp);
|
|
for (int i = 0; i < ARRAYSIZE(palette.colors); ++i) {
|
|
s.syncAsByte(palette.colors[i].used);
|
|
s.syncAsByte(palette.colors[i].r);
|
|
s.syncAsByte(palette.colors[i].g);
|
|
s.syncAsByte(palette.colors[i].b);
|
|
}
|
|
}
|
|
|
|
static void saveLoadOptionalPalette32(Common::Serializer &s, Common::ScopedPtr<Palette> &palette) {
|
|
bool hasPalette = false;
|
|
if (s.isSaving()) {
|
|
hasPalette = palette;
|
|
}
|
|
s.syncAsByte(hasPalette);
|
|
if (hasPalette) {
|
|
if (s.isLoading()) {
|
|
palette.reset(new Palette);
|
|
}
|
|
saveLoadPalette32(s, *palette);
|
|
}
|
|
}
|
|
|
|
void GfxPalette32::saveLoadWithSerializer(Common::Serializer &s) {
|
|
if (s.getVersion() < 34) {
|
|
return;
|
|
}
|
|
|
|
if (s.isLoading()) {
|
|
++_version;
|
|
|
|
for (int i = 0; i < kNumCyclers; ++i) {
|
|
_cyclers[i].reset();
|
|
}
|
|
|
|
_varyTargetPalette.reset();
|
|
_varyStartPalette.reset();
|
|
}
|
|
|
|
s.syncAsSint16LE(_varyDirection);
|
|
s.syncAsSint16LE(_varyPercent);
|
|
s.syncAsSint16LE(_varyTargetPercent);
|
|
s.syncAsSint16LE(_varyFromColor);
|
|
s.syncAsSint16LE(_varyToColor);
|
|
s.syncAsUint16LE(_varyNumTimesPaused);
|
|
s.syncAsByte(_needsUpdate);
|
|
s.syncAsSint32LE(_varyTime);
|
|
s.syncAsUint32LE(_varyLastTick);
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_fadeTable); ++i) {
|
|
s.syncAsByte(_fadeTable[i]);
|
|
}
|
|
for (int i = 0; i < ARRAYSIZE(_cycleMap); ++i) {
|
|
s.syncAsByte(_cycleMap[i]);
|
|
}
|
|
|
|
if (g_sci->_features->hasLatePaletteCode() && s.getVersion() >= 41) {
|
|
s.syncAsSint16LE(_gammaLevel);
|
|
saveLoadPalette32(s, _sourcePalette);
|
|
++_version;
|
|
_needsUpdate = true;
|
|
_gammaChanged = true;
|
|
}
|
|
|
|
saveLoadOptionalPalette32(s, _varyTargetPalette);
|
|
saveLoadOptionalPalette32(s, _varyStartPalette);
|
|
|
|
// _nextPalette is not saved by SSCI
|
|
|
|
for (int i = 0; i < ARRAYSIZE(_cyclers); ++i) {
|
|
PalCycler *cycler = nullptr;
|
|
|
|
bool hasCycler = false;
|
|
if (s.isSaving()) {
|
|
cycler = _cyclers[i].get();
|
|
hasCycler = (cycler != nullptr);
|
|
}
|
|
s.syncAsByte(hasCycler);
|
|
|
|
if (hasCycler) {
|
|
if (s.isLoading()) {
|
|
cycler = new PalCycler;
|
|
_cyclers[i].reset(cycler);
|
|
}
|
|
|
|
s.syncAsByte(cycler->fromColor);
|
|
s.syncAsUint16LE(cycler->numColorsToCycle);
|
|
s.syncAsByte(cycler->currentCycle);
|
|
s.syncAsByte(cycler->direction);
|
|
s.syncAsUint32LE(cycler->lastUpdateTick);
|
|
s.syncAsSint16LE(cycler->delay);
|
|
s.syncAsUint16LE(cycler->numTimesPaused);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GfxRemap32::saveLoadWithSerializer(Common::Serializer &s) {
|
|
if (s.getVersion() < 35) {
|
|
return;
|
|
}
|
|
|
|
s.syncAsByte(_numActiveRemaps);
|
|
s.syncAsByte(_blockedRangeStart);
|
|
s.syncAsSint16LE(_blockedRangeCount);
|
|
|
|
for (uint i = 0; i < _remaps.size(); ++i) {
|
|
SingleRemap &singleRemap = _remaps[i];
|
|
s.syncAsByte(singleRemap._type);
|
|
if (s.isLoading() && singleRemap._type != kRemapNone) {
|
|
singleRemap.reset();
|
|
}
|
|
s.syncAsByte(singleRemap._from);
|
|
s.syncAsByte(singleRemap._to);
|
|
s.syncAsByte(singleRemap._delta);
|
|
s.syncAsByte(singleRemap._percent);
|
|
s.syncAsByte(singleRemap._gray);
|
|
}
|
|
|
|
if (s.isLoading()) {
|
|
_needsUpdate = true;
|
|
}
|
|
}
|
|
|
|
void GfxCursor32::saveLoadWithSerializer(Common::Serializer &s) {
|
|
if (s.getVersion() < 38) {
|
|
return;
|
|
}
|
|
|
|
int32 hideCount;
|
|
if (s.isSaving()) {
|
|
hideCount = _hideCount;
|
|
}
|
|
s.syncAsSint32LE(hideCount);
|
|
s.syncAsSint16LE(_restrictedArea.left);
|
|
s.syncAsSint16LE(_restrictedArea.top);
|
|
s.syncAsSint16LE(_restrictedArea.right);
|
|
s.syncAsSint16LE(_restrictedArea.bottom);
|
|
s.syncAsUint16LE(_cursorInfo.resourceId);
|
|
s.syncAsUint16LE(_cursorInfo.loopNo);
|
|
s.syncAsUint16LE(_cursorInfo.celNo);
|
|
|
|
if (s.isLoading()) {
|
|
hide();
|
|
setView(_cursorInfo.resourceId, _cursorInfo.loopNo, _cursorInfo.celNo);
|
|
if (!hideCount) {
|
|
show();
|
|
} else {
|
|
_hideCount = hideCount;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Audio32::saveLoadWithSerializer(Common::Serializer &s) {
|
|
if (!g_sci->_features->hasSci3Audio() || s.getVersion() < 44) {
|
|
return;
|
|
}
|
|
|
|
syncArray(s, _lockedResourceIds);
|
|
}
|
|
|
|
void Video32::beforeSaveLoadWithSerializer(Common::Serializer &s) {
|
|
if (getSciVersion() < SCI_VERSION_3 || s.isSaving()) {
|
|
return;
|
|
}
|
|
|
|
_robotPlayer.close();
|
|
}
|
|
|
|
void Video32::saveLoadWithSerializer(Common::Serializer &s) {
|
|
if (getSciVersion() < SCI_VERSION_3) {
|
|
return;
|
|
}
|
|
|
|
bool robotExists = _robotPlayer.getStatus() != RobotDecoder::kRobotStatusUninitialized;
|
|
s.syncAsByte(robotExists);
|
|
if (robotExists) {
|
|
GuiResourceId robotId;
|
|
reg_t planeId;
|
|
Common::Point position;
|
|
int16 priority, scale;
|
|
int frameNo;
|
|
|
|
if (s.isSaving()) {
|
|
robotId = _robotPlayer.getResourceId();
|
|
planeId = _robotPlayer.getPlaneId();
|
|
priority = _robotPlayer.getPriority();
|
|
position = _robotPlayer.getPosition();
|
|
scale = _robotPlayer.getScale();
|
|
frameNo = _robotPlayer.getFrameNo();
|
|
}
|
|
|
|
s.syncAsUint16LE(robotId);
|
|
syncWithSerializer(s, planeId);
|
|
s.syncAsSint16LE(priority);
|
|
s.syncAsSint16LE(position.x);
|
|
s.syncAsSint16LE(position.y);
|
|
s.syncAsSint16LE(scale);
|
|
s.syncAsSint32LE(frameNo);
|
|
|
|
if (s.isLoading()) {
|
|
_robotPlayer.open(robotId, planeId, priority, position.x, position.y, scale);
|
|
_robotPlayer.showFrame(frameNo, position.x, position.y, priority);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
void GfxPorts::saveLoadWithSerializer(Common::Serializer &s) {
|
|
// reset() is called directly way earlier in gamestate_restore()
|
|
if (s.getVersion() >= 27) {
|
|
uint windowCount = 0;
|
|
uint id = PORTS_FIRSTSCRIPTWINDOWID;
|
|
if (s.isSaving()) {
|
|
while (id < _windowsById.size()) {
|
|
if (_windowsById[id])
|
|
windowCount++;
|
|
id++;
|
|
}
|
|
}
|
|
// Save/Restore window count
|
|
s.syncAsUint32LE(windowCount);
|
|
|
|
if (s.isSaving()) {
|
|
id = PORTS_FIRSTSCRIPTWINDOWID;
|
|
while (id < _windowsById.size()) {
|
|
if (_windowsById[id]) {
|
|
Window *window = (Window *)_windowsById[id];
|
|
window->saveLoadWithSerializer(s);
|
|
}
|
|
id++;
|
|
}
|
|
} else {
|
|
id = PORTS_FIRSTSCRIPTWINDOWID;
|
|
while (windowCount) {
|
|
Window *window = new Window(0);
|
|
window->saveLoadWithSerializer(s);
|
|
|
|
// add enough entries inside _windowsById as needed
|
|
while (id <= window->id) {
|
|
_windowsById.push_back(0);
|
|
id++;
|
|
}
|
|
_windowsById[window->id] = window;
|
|
// _windowList may not be 100% correct using that way of restoring
|
|
// saving/restoring ports won't work perfectly anyway, because the contents
|
|
// of the window can only get repainted by the scripts and they dont do that
|
|
// so we will get empty, transparent windows instead. So perfect window order
|
|
// shouldn't really matter
|
|
if (window->counterTillFree) {
|
|
_freeCounter++;
|
|
} else {
|
|
// we don't put the saved script windows into _windowList[], so that they aren't used
|
|
// by kernel functions. This is important and would cause issues otherwise.
|
|
// see Conquests of Camelot - bug #6744 - when saving on the map screen (room 103),
|
|
// restoring would result in a black window in place
|
|
// where the area name was displayed before
|
|
// In Sierra's SCI the behaviour is identical to us
|
|
// Sierra's SCI won't show those windows after restoring
|
|
// If this should cause issues in another game, we would have to add a flag to simply
|
|
// avoid any drawing operations for such windows
|
|
// We still have to restore script windows, because for example Conquests of Camelot
|
|
// will immediately delete windows, that were created before saving the game.
|
|
}
|
|
|
|
windowCount--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SegManager::reconstructStack(EngineState *s) {
|
|
DataStack *stack = (DataStack *)(_heap[findSegmentByType(SEG_TYPE_STACK)]);
|
|
s->stack_base = stack->_entries;
|
|
s->stack_top = s->stack_base + stack->_capacity;
|
|
}
|
|
|
|
void SegManager::reconstructClones() {
|
|
for (uint i = 0; i < _heap.size(); i++) {
|
|
SegmentObj *mobj = _heap[i];
|
|
if (mobj && mobj->getType() == SEG_TYPE_CLONES) {
|
|
CloneTable *ct = (CloneTable *)mobj;
|
|
|
|
for (uint j = 0; j < ct->_table.size(); j++) {
|
|
// Check if the clone entry is used
|
|
uint entryNum = (uint)ct->first_free;
|
|
bool isUsed = true;
|
|
while (entryNum != ((uint) CloneTable::HEAPENTRY_INVALID)) {
|
|
if (entryNum == j) {
|
|
isUsed = false;
|
|
break;
|
|
}
|
|
entryNum = ct->_table[entryNum].next_free;
|
|
}
|
|
|
|
if (!isUsed)
|
|
continue;
|
|
|
|
CloneTable::value_type &seeker = ct->at(j);
|
|
const Object *baseObj = getObject(seeker.getSpeciesSelector());
|
|
seeker.cloneFromObject(baseObj);
|
|
if (!baseObj) {
|
|
// Can happen when loading some KQ6 savegames
|
|
warning("Clone entry without a base class: %d", j);
|
|
}
|
|
} // end for
|
|
} // end if
|
|
} // end for
|
|
}
|
|
|
|
|
|
#pragma mark -
|
|
|
|
bool gamestate_save(EngineState *s, int saveId, const Common::String &savename, const Common::String &version) {
|
|
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
|
|
const Common::String filename = g_sci->getSavegameName(saveId);
|
|
|
|
Common::OutSaveFile *saveStream = saveFileMan->openForSaving(filename);
|
|
if (saveStream == nullptr) {
|
|
warning("Error opening savegame \"%s\" for writing", filename.c_str());
|
|
return false;
|
|
}
|
|
|
|
if (!gamestate_save(s, saveStream, savename, version)) {
|
|
warning("Saving the game failed");
|
|
saveStream->finalize();
|
|
delete saveStream;
|
|
return false;
|
|
}
|
|
|
|
saveStream->finalize();
|
|
if (saveStream->err()) {
|
|
warning("Writing the savegame failed");
|
|
delete saveStream;
|
|
return false;
|
|
}
|
|
|
|
delete saveStream;
|
|
return true;
|
|
}
|
|
|
|
bool gamestate_save(EngineState *s, Common::WriteStream *fh, const Common::String &savename, const Common::String &version) {
|
|
Common::Serializer ser(nullptr, fh);
|
|
Common::String ver = version;
|
|
|
|
// If the game version is empty, we are probably saving from the GMM, so read it
|
|
// from the version global and then the VERSION file
|
|
if (ver == "") {
|
|
// The version global was originally 28 but then became 27.
|
|
// When it was 28, 27 was a volume level, so differentiate by type.
|
|
reg_t versionRef = s->variables[VAR_GLOBAL][kGlobalVarVersionNew];
|
|
if (versionRef.isNumber()) {
|
|
versionRef = s->variables[VAR_GLOBAL][kGlobalVarVersionOld];
|
|
}
|
|
#ifdef ENABLE_SCI32
|
|
// LSL7 and Phant2 store the version string as an object instead of a reference
|
|
if (s->_segMan->isObject(versionRef)) {
|
|
versionRef = readSelector(s->_segMan, versionRef, SELECTOR(data));
|
|
}
|
|
#endif
|
|
ver = s->_segMan->getString(versionRef);
|
|
if (ver == "") {
|
|
Common::ScopedPtr<Common::SeekableReadStream> versionFile(SearchMan.createReadStreamForMember("VERSION"));
|
|
ver = versionFile ? versionFile->readLine() : "";
|
|
}
|
|
}
|
|
|
|
set_savegame_metadata(ser, fh, savename, ver);
|
|
s->saveLoadWithSerializer(ser); // FIXME: Error handling?
|
|
if (g_sci->_gfxPorts)
|
|
g_sci->_gfxPorts->saveLoadWithSerializer(ser);
|
|
Vocabulary *voc = g_sci->getVocabulary();
|
|
if (voc)
|
|
voc->saveLoadWithSerializer(ser);
|
|
|
|
// TODO: SSCI (at least JonesCD, presumably more) also stores the Menu state
|
|
|
|
return true;
|
|
}
|
|
|
|
extern int showScummVMDialog(const Common::U32String &message, const Common::U32String &altButton = Common::U32String(), bool alignCenter = true);
|
|
|
|
void gamestate_afterRestoreFixUp(EngineState *s, int savegameId) {
|
|
switch (g_sci->getGameId()) {
|
|
case GID_CAMELOT: {
|
|
// WORKAROUND: CAMELOT depends on its dynamic menu state persisting. The menu items'
|
|
// enabled states determines when the player can draw or sheathe their sword and
|
|
// open a purse. If these aren't updated then the player may be unable to perform
|
|
// necessary actions, or may be able to perform unexpected ones that break the game.
|
|
// Since we don't persist menu state (yet) we need to recreate it from game state.
|
|
//
|
|
// - Action \ Open Purse: Enabled while one of the purses is in inventory.
|
|
// - Action \ Draw Sword: Enabled while flag 3 is set, unless disabled by room scripts.
|
|
// * The text "Draw Sword" toggles to "Sheathe Sword" depending on global 124,
|
|
// but this is only cosmetic. Exported proc #1 in script 997 refreshes this
|
|
// when the sword status or room changes.
|
|
//
|
|
// After evaluating all the scripts that disable the sword, we enforce the few
|
|
// that prevent breaking the game: room 50 under the aqueduct and sitting with
|
|
// the scholar while in room 82 (ego view 84).
|
|
//
|
|
// FIXME: Save and restore full menu state as SSCI did and don't apply these
|
|
// workarounds when restoring saves that contain menu state.
|
|
|
|
// Action \ Open Purse
|
|
reg_t enablePurse = NULL_REG;
|
|
Common::Array<reg_t> purses = s->_segMan->findObjectsByName("purse");
|
|
reg_t ego = s->variables[VAR_GLOBAL][0];
|
|
for (uint i = 0; i < purses.size(); ++i) {
|
|
reg_t purseOwner = readSelector(s->_segMan, purses[i], SELECTOR(owner));
|
|
if (purseOwner == ego) {
|
|
enablePurse = TRUE_REG;
|
|
break;
|
|
}
|
|
}
|
|
g_sci->_gfxMenu->kernelSetAttribute(1281 >> 8, 1281 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, enablePurse);
|
|
|
|
// Action \ Draw Sword
|
|
bool hasSword = (s->variables[VAR_GLOBAL][250].getOffset() & 0x1000); // flag 3
|
|
bool underAqueduct = (s->variables[VAR_GLOBAL][11].getOffset() == 50);
|
|
bool sittingWithScholar = (readSelectorValue(s->_segMan, ego, SELECTOR(view)) == 84);
|
|
reg_t enableSword = (hasSword && !underAqueduct && !sittingWithScholar) ? TRUE_REG : NULL_REG;
|
|
g_sci->_gfxMenu->kernelSetAttribute(1283 >> 8, 1283 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, enableSword);
|
|
break;
|
|
}
|
|
case GID_MOTHERGOOSE:
|
|
// WORKAROUND: Mother Goose SCI0
|
|
// Script 200 / rm200::newRoom will set global C5h directly right after creating a child to the
|
|
// current number of children plus 1.
|
|
// We can't trust that global, that's why we set the actual savedgame id right here directly after
|
|
// restoring a saved game.
|
|
// If we didn't, the game would always save to a new slot
|
|
s->variables[VAR_GLOBAL][0xC5].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
|
|
break;
|
|
case GID_MOTHERGOOSE256:
|
|
// WORKAROUND: Mother Goose SCI1/SCI1.1 does some weird things for
|
|
// saving a previously restored game.
|
|
// We set the current savedgame-id directly and remove the script
|
|
// code concerning this via script patch.
|
|
// We also set this in kSaveGame so that the global is correct even if no restoring occurs,
|
|
// otherwise the auto-delete script at the end of the SCI1.1 floppy version breaks if
|
|
// the game is played from start to finish. (bug #5294)
|
|
s->variables[VAR_GLOBAL][0xB3].setOffset(SAVEGAMEID_OFFICIALRANGE_START + savegameId);
|
|
break;
|
|
case GID_JONES:
|
|
// HACK: The code that enables certain menu items isn't called when a game is restored from the
|
|
// launcher, or the "Restore game" option in the game's main menu - bugs #6537 and #6723.
|
|
// These menu entries are disabled when the game is launched, and are enabled when a new game is
|
|
// started. The code for enabling these entries is is all in script 1, room1::init, but that code
|
|
// path is never followed in these two cases (restoring game from the menu, or restoring a game
|
|
// from the ScummVM launcher). Thus, we perform the calls to enable the menus ourselves here.
|
|
// These two are needed when restoring from the launcher
|
|
// FIXME: The original interpreter saves and restores the menu state, so these attributes
|
|
// are automatically reset there. We may want to do the same.
|
|
g_sci->_gfxMenu->kernelSetAttribute(257 >> 8, 257 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Sierra -> About Jones
|
|
g_sci->_gfxMenu->kernelSetAttribute(258 >> 8, 258 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Sierra -> Help
|
|
// The rest are normally enabled from room1::init
|
|
g_sci->_gfxMenu->kernelSetAttribute(769 >> 8, 769 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Options -> Delete current player
|
|
g_sci->_gfxMenu->kernelSetAttribute(513 >> 8, 513 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Save Game
|
|
g_sci->_gfxMenu->kernelSetAttribute(515 >> 8, 515 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Restore Game
|
|
g_sci->_gfxMenu->kernelSetAttribute(1025 >> 8, 1025 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Status -> Statistics
|
|
g_sci->_gfxMenu->kernelSetAttribute(1026 >> 8, 1026 & 0xFF, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Status -> Goals
|
|
break;
|
|
case GID_KQ5:
|
|
// WORKAROUND: We allow users to choose if they want the older KQ5 CD Windows cursors. These
|
|
// are black and white Cursor resources instead of the color View resources in the DOS version.
|
|
// This setting affects how KQCursor objects are initialized and might have changed since the
|
|
// game was saved. The scripts don't expect this since it wasn't an option in the original.
|
|
// In order for the cursors to correctly use the current setting, we need to clear the "number"
|
|
// property of every KQCursor when restoring when Windows cursors are disabled.
|
|
if (g_sci->isCD() && !g_sci->_features->useWindowsCursors()) {
|
|
Common::Array<reg_t> cursors = s->_segMan->findObjectsBySuperClass("KQCursor");
|
|
for (uint i = 0; i < cursors.size(); ++i) {
|
|
writeSelector(s->_segMan, cursors[i], SELECTOR(number), NULL_REG);
|
|
}
|
|
}
|
|
break;
|
|
case GID_KQ6:
|
|
if (g_sci->isCD()) {
|
|
// WORKAROUND:
|
|
// For the CD version of King's Quest 6, set global depending on current hires/lowres state
|
|
// The game sets a global at the start depending on it and some things check that global
|
|
// instead of checking platform like for example the game action menu.
|
|
// This never happened in the original interpreter, because the original DOS interpreter
|
|
// was only capable of lowres graphics and the original Windows 3.11 interpreter was only capable
|
|
// of hires graphics. Saved games were not compatible between those two.
|
|
// Which means saving during lowres mode, then going into hires mode and restoring that saved game,
|
|
// will result in some graphics being incorrect (lowres).
|
|
// That's why we are setting the global after restoring a saved game depending on hires/lowres state.
|
|
// The CD demo of KQ6 does the same and uses the exact same global.
|
|
if ((g_sci->getPlatform() == Common::kPlatformWindows) || (g_sci->forceHiresGraphics())) {
|
|
s->variables[VAR_GLOBAL][0xA9].setOffset(1);
|
|
} else {
|
|
s->variables[VAR_GLOBAL][0xA9].setOffset(0);
|
|
}
|
|
}
|
|
break;
|
|
case GID_PQ2:
|
|
// HACK: Same as in Jones - enable the save game menu option when loading in
|
|
// PQ2 (bug #6875). It gets disabled in the game's death screen.
|
|
g_sci->_gfxMenu->kernelSetAttribute(2, 1, SCI_MENU_ATTRIBUTE_ENABLED, TRUE_REG); // Game -> Save Game
|
|
break;
|
|
#ifdef ENABLE_SCI32
|
|
case GID_KQ7:
|
|
if (Common::checkGameGUIOption(GAMEOPTION_UPSCALE_VIDEOS, ConfMan.get("guioptions"))) {
|
|
uint16 value = ConfMan.getBool("enable_video_upscale") ? 32 : 0;
|
|
s->variables[VAR_GLOBAL][kGlobalVarKQ7UpscaleVideos] = make_reg(0, value);
|
|
}
|
|
break;
|
|
case GID_PHANTASMAGORIA2:
|
|
if (Common::checkGameGUIOption(GAMEOPTION_ENABLE_CENSORING, ConfMan.get("guioptions"))) {
|
|
s->variables[VAR_GLOBAL][kGlobalVarPhant2CensorshipFlag] = make_reg(0, ConfMan.getBool("enable_censoring"));
|
|
}
|
|
break;
|
|
case GID_SHIVERS:
|
|
// WORKAROUND: When loading a saved game from the GMM in the same scene in
|
|
// Shivers, we end up with the same draw list, but the scene palette is not
|
|
// set properly. Normally, Shivers does a room change when showing the saved
|
|
// game list, which does not occur when loading directly from the GMM. When
|
|
// loading from the GMM, at this point all of the visible planes and items
|
|
// are deleted, so calling frameOut here helps reset the game palette
|
|
// properly, like when changing a room.
|
|
g_sci->_gfxFrameout->frameOut(true);
|
|
break;
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool gamestate_restore(EngineState *s, int saveId) {
|
|
Common::SaveFileManager *saveFileMan = g_sci->getSaveFileManager();
|
|
const Common::String filename = g_sci->getSavegameName(saveId);
|
|
Common::SeekableReadStream *saveStream = saveFileMan->openForLoading(filename);
|
|
|
|
if (saveStream == nullptr) {
|
|
warning("Savegame #%d not found", saveId);
|
|
return false;
|
|
}
|
|
|
|
gamestate_restore(s, saveStream);
|
|
delete saveStream;
|
|
|
|
gamestate_afterRestoreFixUp(s, saveId);
|
|
return true;
|
|
}
|
|
|
|
void gamestate_restore(EngineState *s, Common::SeekableReadStream *fh) {
|
|
SavegameMetadata meta;
|
|
|
|
Common::Serializer ser(fh, nullptr);
|
|
sync_SavegameMetadata(ser, meta);
|
|
|
|
if (fh->eos()) {
|
|
s->r_acc = TRUE_REG; // signal failure
|
|
return;
|
|
}
|
|
|
|
// In SCI32 these checks are all in kCheckSaveGame32
|
|
if (getSciVersion() < SCI_VERSION_2) {
|
|
if ((meta.version < MINIMUM_SAVEGAME_VERSION) || (meta.version > CURRENT_SAVEGAME_VERSION)) {
|
|
if (meta.version < MINIMUM_SAVEGAME_VERSION) {
|
|
showScummVMDialog(_("The format of this saved game is obsolete, unable to load it"));
|
|
} else {
|
|
Common::U32String msg = Common::U32String::format(_("Savegame version is %d, maximum supported is %0d"), meta.version, CURRENT_SAVEGAME_VERSION);
|
|
showScummVMDialog(msg);
|
|
}
|
|
|
|
s->r_acc = TRUE_REG; // signal failure
|
|
return;
|
|
}
|
|
|
|
if (meta.gameObjectOffset > 0 && meta.script0Size > 0) {
|
|
Resource *script0 = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 0), false);
|
|
if (script0->size() != meta.script0Size || g_sci->getGameObject().getOffset() != meta.gameObjectOffset) {
|
|
showScummVMDialog(_("This saved game was created with a different version of the game, unable to load it"));
|
|
|
|
s->r_acc = TRUE_REG; // signal failure
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// We don't need the thumbnail here, so just read it and discard it
|
|
Graphics::skipThumbnail(*fh);
|
|
|
|
// reset ports is one of the first things we do, because that may free() some hunk memory
|
|
// and we don't want to do that after we read in the saved game hunk memory
|
|
if (g_sci->_gfxPorts)
|
|
g_sci->_gfxPorts->reset();
|
|
// clear screen
|
|
if (getSciVersion() <= SCI_VERSION_1_1) {
|
|
// Only do clearing the screen for SCI16
|
|
// Both SCI16 + SCI32 did not clear the screen.
|
|
// We basically do it for SCI16, because of KQ6.
|
|
// When hires portraits are shown and the user restores during that time, the portraits
|
|
// wouldn't get fully removed. In original SCI, the user wasn't able to restore during that time,
|
|
// so this is basically a workaround, so that ScummVM features work properly.
|
|
// For SCI32, behavior was verified in DOSBox, that SCI32 does not clear and also not redraw the screen.
|
|
// It only redraws elements that have changed in comparison to the state before the restore.
|
|
// If we cleared the screen for SCI32, we would have issues because of this behavior.
|
|
if (g_sci->_gfxScreen)
|
|
g_sci->_gfxScreen->clearForRestoreGame();
|
|
}
|
|
|
|
s->reset(true);
|
|
s->saveLoadWithSerializer(ser); // FIXME: Error handling?
|
|
|
|
// Now copy all current state information
|
|
|
|
s->_segMan->reconstructStack(s);
|
|
s->_segMan->reconstructClones();
|
|
s->initGlobals();
|
|
s->gcCountDown = GC_INTERVAL - 1;
|
|
|
|
// Time state:
|
|
s->lastWaitTime = g_system->getMillis();
|
|
s->_screenUpdateTime = g_system->getMillis();
|
|
if (meta.version >= 34) {
|
|
g_sci->setTickCount(meta.playTime);
|
|
} else {
|
|
g_engine->setTotalPlayTime(meta.playTime * 1000);
|
|
}
|
|
|
|
if (g_sci->_gfxPorts)
|
|
g_sci->_gfxPorts->saveLoadWithSerializer(ser);
|
|
|
|
Vocabulary *voc = g_sci->getVocabulary();
|
|
if (ser.getVersion() >= 30 && voc)
|
|
voc->saveLoadWithSerializer(ser);
|
|
|
|
g_sci->_soundCmd->reconstructPlayList();
|
|
|
|
// Message state:
|
|
delete s->_msgState;
|
|
s->_msgState = new MessageState(s->_segMan);
|
|
|
|
// System strings:
|
|
s->_segMan->initSysStrings();
|
|
|
|
s->abortScriptProcessing = kAbortLoadGame;
|
|
|
|
// signal restored game to game scripts
|
|
s->gameIsRestarting = GAMEISRESTARTING_RESTORE;
|
|
}
|
|
|
|
void set_savegame_metadata(Common::Serializer &ser, Common::WriteStream *fh, const Common::String &savename, const Common::String &version) {
|
|
TimeDate curTime;
|
|
g_system->getTimeAndDate(curTime);
|
|
|
|
SavegameMetadata meta;
|
|
meta.version = CURRENT_SAVEGAME_VERSION;
|
|
meta.name = savename;
|
|
meta.gameVersion = version;
|
|
meta.saveDate = ((curTime.tm_mday & 0xFF) << 24) | (((curTime.tm_mon + 1) & 0xFF) << 16) | ((curTime.tm_year + 1900) & 0xFFFF);
|
|
meta.saveTime = ((curTime.tm_hour & 0xFF) << 16) | (((curTime.tm_min) & 0xFF) << 8) | ((curTime.tm_sec) & 0xFF);
|
|
|
|
Resource *script0 = g_sci->getResMan()->findResource(ResourceId(kResourceTypeScript, 0), false);
|
|
assert(script0);
|
|
meta.script0Size = script0->size();
|
|
meta.gameObjectOffset = g_sci->getGameObject().getOffset();
|
|
|
|
sync_SavegameMetadata(ser, meta);
|
|
Graphics::saveThumbnail(*fh);
|
|
}
|
|
|
|
void set_savegame_metadata(Common::WriteStream *fh, const Common::String &savename, const Common::String &version) {
|
|
Common::Serializer ser(nullptr, fh);
|
|
set_savegame_metadata(ser, fh, savename, version);
|
|
}
|
|
|
|
bool get_savegame_metadata(Common::SeekableReadStream *stream, SavegameMetadata &meta) {
|
|
assert(stream);
|
|
|
|
Common::Serializer ser(stream, nullptr);
|
|
sync_SavegameMetadata(ser, meta);
|
|
|
|
if (stream->eos())
|
|
return false;
|
|
|
|
if ((meta.version < MINIMUM_SAVEGAME_VERSION) ||
|
|
(meta.version > CURRENT_SAVEGAME_VERSION)) {
|
|
if (meta.version < MINIMUM_SAVEGAME_VERSION)
|
|
warning("Old savegame version detected- can't load");
|
|
else
|
|
warning("Savegame version is %d- maximum supported is %0d", meta.version, CURRENT_SAVEGAME_VERSION);
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
} // End of namespace Sci
|