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https://github.com/libretro/scummvm.git
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1b52e11d55
analogous to the SkyAutoRoute class. svn-id: r10754
658 lines
18 KiB
C++
658 lines
18 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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// ---------------------------------------------------------------------------
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// SAVE_REST.CPP save, restore & restart functions
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//
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// James 05feb97
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//
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// "Jesus Saves", but could he Restore or Restart? He can now...
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//
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// ---------------------------------------------------------------------------
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#include "stdafx.h"
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#include "bs2/driver/driver96.h"
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#include "bs2/console.h"
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#include "bs2/defs.h"
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#include "bs2/function.h" // for engine_logic, engine_graph, etc
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#include "bs2/interpreter.h" // for IR_CONT, etc
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#include "bs2/layers.h"
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#include "bs2/logic.h"
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#include "bs2/memory.h"
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#include "bs2/object.h"
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#include "bs2/protocol.h"
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#include "bs2/resman.h"
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#include "bs2/router.h"
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#include "bs2/save_rest.h"
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#include "bs2/scroll.h" // for Set_scrolling()
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#include "bs2/sound.h"
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#include "bs2/sword2.h"
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#include "bs2/walker.h"
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namespace Sword2 {
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// max length of a savegame filename, including full path
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#define MAX_FILENAME_LEN 128
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static void GetPlayerStructures(void);
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static void PutPlayerStructures(void);
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static uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
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static uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
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static uint32 CalcChecksum(uint8 *buffer, uint32 size);
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// savegame file header
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typedef struct {
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// sum of all bytes in file, excluding this uint32
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uint32 checksum;
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// player's description of savegame
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char description[SAVE_DESCRIPTION_LEN];
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uint32 varLength; // length of global variables resource
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uint32 screenId; // resource id of screen file
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uint32 runListId; // resource id of run list
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uint32 feet_x; // copy of this_screen.feet_x
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uint32 feet_y; // copy of this_screen.feet_y
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uint32 music_id; // copy of 'looping_music_id'
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_object_hub player_hub; // copy of player object's object_hub structure
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Object_logic logic; // copy of player character logic structure
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// copy of player character graphic structure
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Object_graphic graphic;
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Object_mega mega; // copy of player character mega structure
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} _savegameHeader;
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// savegame consists of header & global variables resource
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// global because easier to copy to/from player object structures
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static _savegameHeader g_header;
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#ifdef SCUMM_BIG_ENDIAN
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// Quick macro to make swapping in-place easier to write
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#define SWAP32(x) x = SWAP_BYTES_32(x)
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static void convertHeaderEndian(_savegameHeader &header) {
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int i;
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// _savegameHeader
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SWAP32(header.checksum);
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SWAP32(header.varLength);
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SWAP32(header.screenId);
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SWAP32(header.runListId);
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SWAP32(header.feet_x);
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SWAP32(header.feet_y);
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SWAP32(header.music_id);
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// _object_hub
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SWAP32(header.player_hub.type);
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SWAP32(header.player_hub.logic_level);
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for (i = 0; i < TREE_SIZE; i++) {
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SWAP32(header.player_hub.logic[i]);
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SWAP32(header.player_hub.script_id[i]);
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SWAP32(header.player_hub.script_pc[i]);
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}
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// Object_logic
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SWAP32(header.logic.looping);
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SWAP32(header.logic.pause);
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// Object_graphic
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SWAP32(header.graphic.type);
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SWAP32(header.graphic.anim_resource);
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SWAP32(header.graphic.anim_pc);
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// Object_mega
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SWAP32(header.mega.currently_walking);
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SWAP32(header.mega.walk_pc);
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SWAP32(header.mega.scale_a);
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SWAP32(header.mega.scale_b);
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SWAP32(header.mega.feet_x);
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SWAP32(header.mega.feet_y);
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SWAP32(header.mega.current_dir);
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SWAP32(header.mega.megaset_res);
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}
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#endif
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// SAVE GAME
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uint32 SaveGame(uint16 slotNo, uint8 *desc) {
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mem *saveBufferMem;
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uint32 bufferSize;
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uint32 errorCode;
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// allocate the savegame buffer
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bufferSize = FindBufferSize();
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saveBufferMem = memory.allocMemory(bufferSize, MEM_locked, UID_savegame_buffer);
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FillSaveBuffer(saveBufferMem, bufferSize, desc);
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// save it (hopefully no longer platform-specific)
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// save the buffer
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errorCode = SaveData(slotNo, saveBufferMem->ad, bufferSize);
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// free the buffer
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memory.freeMemory(saveBufferMem);
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return errorCode;
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}
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// calculate size of required savegame buffer
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uint32 FindBufferSize(void) {
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// size of savegame header + size of global variables
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return sizeof(g_header) + res_man.fetchLen(1);
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}
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void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
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uint8 *varsRes;
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// set up the g_header
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// 'checksum' gets filled in last of all
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// player's description of savegame
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sprintf(g_header.description, "%s", (char*) desc);
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// length of global variables resource
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g_header.varLength = res_man.fetchLen(1);
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// resource id of current screen file
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g_header.screenId = this_screen.background_layer_id;
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// resource id of current run-list
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g_header.runListId = LLogic.getRunList();
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// those scroll position control things
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g_header.feet_x = this_screen.feet_x;
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g_header.feet_y = this_screen.feet_y;
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// id of currently looping music (or zero)
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g_header.music_id = looping_music_id;
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// object hub
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memcpy(&g_header.player_hub, res_man.open(CUR_PLAYER_ID) + sizeof(_standardHeader), sizeof(_object_hub));
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res_man.close(CUR_PLAYER_ID);
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// logic, graphic & mega structures
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// copy the 4 essential player object structures into the header
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GetPlayerStructures();
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// copy the header to the buffer
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#ifdef SCUMM_BIG_ENDIAN
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convertHeaderEndian(g_header);
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#endif
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// copy the header to the savegame buffer
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memcpy(buffer->ad, &g_header, sizeof(g_header));
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// copy the global variables to the buffer
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// open variables resource
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varsRes = res_man.open(1);
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// copy that to the buffer, following the header
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memcpy(buffer->ad + sizeof(g_header), varsRes, FROM_LE_32(g_header.varLength));
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#ifdef SCUMM_BIG_ENDIAN
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uint32 *globalVars = (uint32 *) (buffer->ad + sizeof(g_header) + sizeof(_standardHeader));
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const uint numVars = (FROM_LE_32(g_header.varLength) - sizeof(_standardHeader)) / 4;
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for (uint i = 0; i < numVars; i++)
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globalVars[i] = SWAP_BYTES_32(globalVars[i]);
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#endif
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// close variables resource
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res_man.close(1);
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// set the checksum & copy that to the buffer (James05aug97)
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g_header.checksum = TO_LE_32(CalcChecksum((buffer->ad) + sizeof(g_header.checksum), size - sizeof(g_header.checksum)));
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memcpy(buffer->ad, &g_header.checksum, sizeof(g_header.checksum));
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}
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uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
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char saveFileName[MAX_FILENAME_LEN];
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uint32 itemsWritten;
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SaveFile *out;
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SaveFileManager *mgr = g_system->get_savefile_manager();
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// construct filename
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sprintf(saveFileName, "%s.%.3d", g_sword2->_gameName, slotNo);
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if (!(out = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), true))) {
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// error: couldn't open file
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delete mgr;
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return SR_ERR_FILEOPEN;
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}
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// write the buffer
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itemsWritten = out->write(buffer, bufferSize);
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delete out;
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delete mgr;
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// if we successfully wrote it all, then everything's ok
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if (itemsWritten == bufferSize)
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return SR_OK;
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// write failed for some reason (could be hard drive full)
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return SR_ERR_WRITEFAIL;
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}
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// RESTORE GAME
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uint32 RestoreGame(uint16 slotNo) {
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mem *saveBufferMem;
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uint32 bufferSize;
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uint32 errorCode;
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// allocate the savegame buffer
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bufferSize = FindBufferSize();
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saveBufferMem = memory.allocMemory(bufferSize, MEM_locked, UID_savegame_buffer);
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// read the savegame file into our buffer
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// load savegame into buffer
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errorCode = RestoreData(slotNo, saveBufferMem->ad, bufferSize);
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// if it was read in successfully, then restore the game from the
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// buffer & free the buffer
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if (errorCode == SR_OK) {
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errorCode = RestoreFromBuffer(saveBufferMem, bufferSize);
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// Note that the buffer has been freed inside
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// RestoreFromBuffer, in order to clear it from memory before
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// loading in the new screen & runlist
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} else {
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// because RestoreFromBuffer would have freed it
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memory.freeMemory(saveBufferMem);
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}
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return errorCode;
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}
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uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
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char saveFileName[MAX_FILENAME_LEN];
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SaveFile *in;
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SaveFileManager *mgr = g_system->get_savefile_manager();
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uint32 itemsRead;
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// construct filename
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sprintf(saveFileName, "%s.%.3d", g_sword2->_gameName, slotNo);
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if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) {
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// error: couldn't open file
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delete mgr;
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return SR_ERR_FILEOPEN;
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}
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// read savegame into the buffer
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itemsRead = in->read(buffer, bufferSize);
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if (itemsRead == bufferSize) {
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// We successfully read it all
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delete in;
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delete mgr;
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return SR_OK;
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} else {
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// We didn't get all of it.
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/*
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// There is no ioFailed() function in SaveFile yet, I think.
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if (in->ioFailed()) {
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delete in;
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delete mgr;
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return SR_ERR_READFAIL;
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}
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*/
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delete in;
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delete mgr;
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// error: incompatible save-data - can't use!
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return SR_ERR_INCOMPATIBLE;
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}
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}
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uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
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uint8 *varsRes;
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int32 pars[2];
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// get a copy of the header from the savegame buffer
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memcpy(&g_header, buffer->ad, sizeof(g_header));
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#ifdef SCUMM_BIG_ENDIAN
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convertHeaderEndian(g_header);
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#endif
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// Calc checksum & check that aginst the value stored in the header
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// (James05aug97)
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if (g_header.checksum != CalcChecksum(buffer->ad + sizeof(g_header.checksum), size - sizeof(g_header.checksum))) {
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memory.freeMemory(buffer);
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// error: incompatible save-data - can't use!
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return SR_ERR_INCOMPATIBLE;
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}
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// check savegame against length of current global variables resource
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// This would most probably be trapped by the checksum test anyway,
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// but it doesn't do any harm to check this as well
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// Note that during development, earlier savegames will often be
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// shorter than the current expected length
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// if header contradicts actual current size of global variables
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if (g_header.varLength != res_man.fetchLen(1)) {
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memory.freeMemory(buffer);
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// error: incompatible save-data - can't use!
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return SR_ERR_INCOMPATIBLE;
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}
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// clean out system
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// trash all resources from memory except player object & global
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// variables
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res_man.killAll(0);
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// clean out the system kill list (no more objects to kill)
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LLogic.resetKillList();
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// get player character data from savegame buffer
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// object hub is just after the standard header
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memcpy(res_man.open(CUR_PLAYER_ID) + sizeof(_standardHeader), &g_header.player_hub, sizeof(_object_hub));
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res_man.close(CUR_PLAYER_ID);
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// fill in the 4 essential player object structures from the header
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PutPlayerStructures();
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// get variables resource from the savegame buffer
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// open variables resource
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varsRes = res_man.open(1);
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// copy that to the buffer, following the header
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memcpy(varsRes, buffer->ad + sizeof(g_header), g_header.varLength );
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#ifdef SCUMM_BIG_ENDIAN
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uint32 *globalVars = (uint32 *) (varsRes + sizeof(_standardHeader));
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const uint numVars = (g_header.varLength - sizeof(_standardHeader)) / 4;
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for (uint i = 0; i < numVars; i++)
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globalVars[i] = SWAP_BYTES_32(globalVars[i]);
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#endif
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// close variables resource
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res_man.close(1);
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// free it now, rather than in RestoreGame, to unblock memory before
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// new screen & runlist loaded
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memory.freeMemory(buffer);
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pars[0] = g_header.screenId;
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pars[1] = 1;
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FN_init_background(pars);
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// (JEL08oct97) so palette not restored immediately after control
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// panel - we want to fade up instead!
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this_screen.new_palette = 99;
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// these need setting after the defaults get set in FN_init_background
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// remember that these can change through the game, so need saving &
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// restoring too
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this_screen.feet_x = g_header.feet_x;
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this_screen.feet_y = g_header.feet_y;
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// start the new run list
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LLogic.expressChangeSession(g_header.runListId);
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// Force in the new scroll position, so unsightly scroll-catch-up does
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// not occur when screen first draws after returning from restore panel
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// set 'this_screen's record of player position
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// - ready for Set_scrolling()
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this_screen.player_feet_x = g_header.mega.feet_x;
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this_screen.player_feet_y = g_header.mega.feet_y;
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// if this screen is wide, recompute the scroll offsets now
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if (this_screen.scroll_flag)
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Set_scrolling();
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// Any music required will be started after we've returned from
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// Restore_control() - see System_menu() in mouse.cpp!
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looping_music_id = g_header.music_id;
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// Write to walkthrough file (zebug0.txt)
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debug(5, "RESTORED GAME \"%s\"", g_header.description);
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// game restored ok
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return SR_OK;
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}
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// GetSaveDescription - PC version...
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uint32 GetSaveDescription(uint16 slotNo, uint8 *description) {
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char saveFileName[MAX_FILENAME_LEN];
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_savegameHeader dummy;
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SaveFile *in;
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SaveFileManager *mgr = g_system->get_savefile_manager();
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// construct filename
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sprintf(saveFileName, "%s.%.3d", g_sword2->_gameName, slotNo);
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if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) {
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// error: couldn't open file
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delete mgr;
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return SR_ERR_FILEOPEN;
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}
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// read header
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in->read(&dummy, sizeof(_savegameHeader));
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delete in;
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delete mgr;
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sprintf((char*) description, dummy.description);
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return SR_OK;
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}
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bool SaveExists(uint16 slotNo) {
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char saveFileName[MAX_FILENAME_LEN];
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SaveFileManager *mgr = g_system->get_savefile_manager();
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SaveFile *in;
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// construct filename
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sprintf(saveFileName, "%s.%.3d", g_sword2->_gameName, slotNo);
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if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) {
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delete mgr;
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return false;
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}
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delete in;
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delete mgr;
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return true;
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}
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void GetPlayerStructures(void) {
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// request the player object structures which need saving
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// script no. 7 - 'george_savedata_request' calls
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// FN_pass_player_savedata
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uint32 null_pc = 7;
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char *raw_script_ad;
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_standardHeader *head;
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head = (_standardHeader*) res_man.open(CUR_PLAYER_ID);
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if (head->fileType != GAME_OBJECT)
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Con_fatal_error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
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raw_script_ad = (char *) head;
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RunScript(raw_script_ad, raw_script_ad, &null_pc);
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res_man.close(CUR_PLAYER_ID);
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}
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void PutPlayerStructures(void) {
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// fill out the player object structures from the savegame structures
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// also run the appropriate scripts to set up george's anim tables &
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// walkdata, and nico's anim tables
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uint32 null_pc;
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char *raw_script_ad;
|
|
_standardHeader *head;
|
|
|
|
head = (_standardHeader*) res_man.open(CUR_PLAYER_ID);
|
|
|
|
if (head->fileType != GAME_OBJECT)
|
|
Con_fatal_error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
|
|
|
|
raw_script_ad = (char *) head;
|
|
|
|
// script no. 8 - 'george_savedata_return' calls FN_get_player_savedata
|
|
|
|
null_pc = 8;
|
|
RunScript(raw_script_ad, raw_script_ad, &null_pc);
|
|
|
|
// script no. 14 - 'set_up_nico_anim_tables'
|
|
|
|
null_pc = 14;
|
|
RunScript(raw_script_ad, raw_script_ad, &null_pc);
|
|
|
|
// which megaset was the player at the time of saving?
|
|
|
|
switch (g_header.mega.megaset_res) {
|
|
case 36: // GeoMega:
|
|
null_pc = 9; // script no.9 - 'player_is_george'
|
|
break;
|
|
case 2003: // GeoMegaB:
|
|
null_pc = 13; // script no.13 - 'player_is_georgeB'
|
|
break;
|
|
case 1366: // NicMegaA:
|
|
null_pc = 11; // script no.11 - 'player_is_nicoA'
|
|
break;
|
|
case 1437: // NicMegaB:
|
|
null_pc = 12; // script no.12 - 'player_is_nicoB'
|
|
break;
|
|
case 1575: // NicMegaC:
|
|
null_pc = 10; // script no.10 - 'player_is_nicoC'
|
|
break;
|
|
}
|
|
|
|
RunScript(raw_script_ad, raw_script_ad, &null_pc);
|
|
res_man.close(CUR_PLAYER_ID);
|
|
}
|
|
|
|
int32 FN_pass_player_savedata(int32 *params) {
|
|
// copies the 4 essential player structures into the savegame header
|
|
// - run script 7 of player object to request this
|
|
|
|
// remember, we cannot simply read a compact any longer but instead
|
|
// must request it from the object itself
|
|
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
|
|
// copy from player object to savegame header
|
|
|
|
memcpy(&g_header.logic, (uint8 *) params[0], sizeof(Object_logic));
|
|
memcpy(&g_header.graphic, (uint8 *) params[1], sizeof(Object_graphic));
|
|
memcpy(&g_header.mega, (uint8 *) params[2], sizeof(Object_mega));
|
|
|
|
// makes no odds
|
|
return IR_CONT;
|
|
}
|
|
|
|
int32 FN_get_player_savedata(int32 *params) {
|
|
// reverse of FN_pass_player_savedata
|
|
// - run script 8 of player object
|
|
|
|
// params: 0 pointer to object's logic structure
|
|
// 1 pointer to object's graphic structure
|
|
// 2 pointer to object's mega structure
|
|
|
|
Object_logic *ob_logic = (Object_logic *) params[0];
|
|
Object_graphic *ob_graphic = (Object_graphic *) params[1];
|
|
Object_mega *ob_mega = (Object_mega *) params[2];
|
|
|
|
int32 pars[3];
|
|
|
|
// copy from savegame header to player object
|
|
|
|
memcpy((uint8 *) ob_logic, &g_header.logic, sizeof(Object_logic));
|
|
memcpy((uint8 *) ob_graphic, &g_header.graphic, sizeof(Object_graphic));
|
|
memcpy((uint8 *) ob_mega, &g_header.mega, sizeof(Object_mega));
|
|
|
|
// any walk-data must be cleared - the player will be set to stand if
|
|
// he was walking when saved
|
|
|
|
// if the player was walking when game was saved
|
|
if (ob_mega->currently_walking) {
|
|
// clear the flag
|
|
ob_mega->currently_walking = 0;
|
|
|
|
// pointer to object's graphic structure
|
|
pars[0] = (int32) ob_graphic;
|
|
|
|
// pointer to object's mega structure
|
|
pars[1] = (int32) ob_mega;
|
|
|
|
// target direction
|
|
pars[2] = ob_mega->current_dir;
|
|
|
|
// set player to stand
|
|
FN_stand(pars);
|
|
|
|
// reset looping flag (which would have been '1' during
|
|
// FN_walk)
|
|
ob_logic->looping = 0;
|
|
}
|
|
|
|
// makes no odds
|
|
return IR_CONT;
|
|
}
|
|
|
|
uint32 CalcChecksum(uint8 *buffer, uint32 size) {
|
|
uint32 total = 0;
|
|
|
|
for (uint32 pos = 0; pos < size; pos++)
|
|
total += buffer[pos];
|
|
|
|
return total;
|
|
}
|
|
|
|
} // End of namespace Sword2
|