scummvm/engines/sword2/saveload.cpp
Torbjörn Andersson dc75da4348 Use the save file manager's listSavefiles() function to find out if any savegames
exist at all. (The old method was to potentially try and open a hundred files,
though it would stop after finding the first one.)

svn-id: r34790
2008-10-13 04:24:18 +00:00

419 lines
11 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*/
// ---------------------------------------------------------------------------
// SAVE_REST.CPP save, restore & restart functions
//
// James 05feb97
//
// "Jesus Saves", but could he Restore or Restart? He can now...
//
// ---------------------------------------------------------------------------
#include "common/savefile.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/header.h"
#include "sword2/logic.h"
#include "sword2/object.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
#include "sword2/saveload.h"
#include "sword2/screen.h"
#include "sword2/sound.h"
namespace Sword2 {
char *Sword2Engine::getSaveFileName(uint16 slotNo) {
static char buf[128];
snprintf(buf, sizeof(buf), "%s.%.3d", _targetName.c_str(), slotNo);
return buf;
}
/**
* Calculate size of required savegame buffer. A savegame consists of a header
* and the global variables.
*/
uint32 Sword2Engine::findBufferSize() {
return 212 + _resman->fetchLen(1);
}
/**
* Save the game.
*/
uint32 Sword2Engine::saveGame(uint16 slotNo, byte *desc) {
char description[SAVE_DESCRIPTION_LEN];
uint32 bufferSize = findBufferSize();
byte *saveBuffer = (byte *)malloc(bufferSize);
ScreenInfo *screenInfo = _screen->getScreenInfo();
memset(description, 0, sizeof(description));
strncpy(description, (char *)desc, SAVE_DESCRIPTION_LEN - 1);
Common::MemoryWriteStream writeS(saveBuffer, bufferSize);
byte *globalVars = _resman->openResource(1);
byte *objectHub = _resman->openResource(CUR_PLAYER_ID) + ResHeader::size();
// Script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
_logic->runResScript(CUR_PLAYER_ID, 7);
writeS.writeUint32LE(0); // Checksum
writeS.write(description, SAVE_DESCRIPTION_LEN);
writeS.writeUint32LE(_resman->fetchLen(1));
writeS.writeUint32LE(screenInfo->background_layer_id);
writeS.writeUint32LE(_logic->getRunList());
writeS.writeUint32LE(screenInfo->feet_x);
writeS.writeUint32LE(screenInfo->feet_y);
writeS.writeUint32LE(_sound->getLoopingMusicId());
writeS.write(objectHub, ObjectHub::size());
writeS.write(_logic->_saveLogic, ObjectLogic::size());
writeS.write(_logic->_saveGraphic, ObjectGraphic::size());
writeS.write(_logic->_saveMega, ObjectMega::size());
writeS.write(globalVars, _resman->fetchLen(1));
WRITE_LE_UINT32(saveBuffer, calcChecksum(saveBuffer + 4, bufferSize - 4));
_resman->closeResource(CUR_PLAYER_ID);
_resman->closeResource(1);
uint32 errorCode = saveData(slotNo, saveBuffer, bufferSize);
free(saveBuffer);
if (errorCode != SR_OK) {
uint32 textId;
switch (errorCode) {
case SR_ERR_FILEOPEN:
textId = TEXT_SAVE_CANT_OPEN;
break;
default:
textId = TEXT_SAVE_FAILED;
break;
}
_screen->displayMsg(fetchTextLine(_resman->openResource(textId / SIZE), textId & 0xffff) + 2, 0);
}
return errorCode;
}
uint32 Sword2Engine::saveData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
char *saveFileName = getSaveFileName(slotNo);
Common::OutSaveFile *out;
if (!(out = _saveFileMan->openForSaving(saveFileName))) {
return SR_ERR_FILEOPEN;
}
out->write(buffer, bufferSize);
out->finalize();
if (!out->ioFailed()) {
delete out;
return SR_OK;
}
delete out;
return SR_ERR_WRITEFAIL;
}
/**
* Restore the game.
*/
uint32 Sword2Engine::restoreGame(uint16 slotNo) {
uint32 bufferSize = findBufferSize();
byte *saveBufferMem = (byte *)malloc(bufferSize);
uint32 errorCode = restoreData(slotNo, saveBufferMem, bufferSize);
// If it was read in successfully, then restore the game from the
// buffer & free the buffer. Note that restoreFromBuffer() frees the
// buffer in order to clear it from memory before loading in the new
// screen and runlist, so we only need to free it in case of failure.
if (errorCode == SR_OK)
errorCode = restoreFromBuffer(saveBufferMem, bufferSize);
else
free(saveBufferMem);
if (errorCode != SR_OK) {
uint32 textId;
switch (errorCode) {
case SR_ERR_FILEOPEN:
textId = TEXT_RESTORE_CANT_OPEN;
break;
case SR_ERR_INCOMPATIBLE:
textId = TEXT_RESTORE_INCOMPATIBLE;
break;
default:
textId = TEXT_RESTORE_FAILED;
break;
}
_screen->displayMsg(fetchTextLine(_resman->openResource(textId / SIZE), textId & 0xffff) + 2, 0);
} else {
// Prime system with a game cycle
// Reset the graphic 'BuildUnit' list before a new logic list
// (see fnRegisterFrame)
_screen->resetRenderLists();
// Reset the mouse hot-spot list. See fnRegisterMouse()
// and fnRegisterFrame()
_mouse->resetMouseList();
if (_logic->processSession())
error("restore 1st cycle failed??");
}
// Force the game engine to pick a cursor. This appears to be needed
// when using the -x command-line option to restore a game.
_mouse->setMouseTouching(1);
return errorCode;
}
uint32 Sword2Engine::restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
char *saveFileName = getSaveFileName(slotNo);
Common::InSaveFile *in;
if (!(in = _saveFileMan->openForLoading(saveFileName))) {
// error: couldn't open file
return SR_ERR_FILEOPEN;
}
// Read savegame into the buffer
uint32 itemsRead = in->read(buffer, bufferSize);
delete in;
if (itemsRead != bufferSize) {
// We didn't get all of it. At the moment we have no way of
// knowing why, so assume that it's an incompatible savegame.
return SR_ERR_INCOMPATIBLE;
}
return SR_OK;
}
uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
Common::MemoryReadStream readS(buffer, size);
// Calc checksum & check that aginst the value stored in the header
if (readS.readUint32LE() != calcChecksum(buffer + 4, size - 4)) {
free(buffer);
return SR_ERR_INCOMPATIBLE;
}
readS.seek(SAVE_DESCRIPTION_LEN, SEEK_CUR);
// Check savegame against length of current global variables resource
// This would most probably be trapped by the checksum test anyway,
// but it doesn't do any harm to check this as well.
// Historical note: During development, earlier savegames would often
// be shorter than the current expected length.
if (readS.readUint32LE() != _resman->fetchLen(1)) {
free(buffer);
return SR_ERR_INCOMPATIBLE;
}
byte *globalVars = _resman->openResource(1);
byte *objectHub = _resman->openResource(CUR_PLAYER_ID) + ResHeader::size();
uint32 screenId = readS.readUint32LE();
uint32 runListId = readS.readUint32LE();
uint32 feetX = readS.readUint32LE();
uint32 feetY = readS.readUint32LE();
uint32 musicId = readS.readUint32LE();
// Trash all resources from memory except player object & global vars
_resman->killAll(false);
_logic->resetKillList();
readS.read(objectHub, ObjectHub::size());
readS.read(_logic->_saveLogic, ObjectLogic::size());
readS.read(_logic->_saveGraphic, ObjectGraphic::size());
readS.read(_logic->_saveMega, ObjectMega::size());
// Fill out the player object structures from the savegame structures.
// Also run the appropriate scripts to set up George's anim tables and
// walkdata, and Nico's anim tables.
// Script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
_logic->runResScript(CUR_PLAYER_ID, 8);
// Script no. 14 - 'set_up_nico_anim_tables'
_logic->runResScript(CUR_PLAYER_ID, 14);
// Which megaset was the player at the time of saving?
ObjectMega obMega(_logic->_saveMega);
uint32 scriptNo = 0;
switch (obMega.getMegasetRes()) {
case 36: // GeoMega:
scriptNo = 9; // script no.9 - 'player_is_george'
break;
case 2003: // GeoMegaB:
scriptNo = 13; // script no.13 - 'player_is_georgeB'
break;
case 1366: // NicMegaA:
scriptNo = 11; // script no.11 - 'player_is_nicoA'
break;
case 1437: // NicMegaB:
scriptNo = 12; // script no.12 - 'player_is_nicoB'
break;
case 1575: // NicMegaC:
scriptNo = 10; // script no.10 - 'player_is_nicoC'
break;
}
_logic->runResScript(CUR_PLAYER_ID, scriptNo);
// Copy variables from savegame buffer to memory
readS.read(globalVars, _resman->fetchLen(1));
_resman->closeResource(CUR_PLAYER_ID);
_resman->closeResource(1);
free(buffer);
int32 pars[2];
pars[0] = screenId;
pars[1] = 1;
_logic->fnInitBackground(pars);
ScreenInfo *screenInfo = _screen->getScreenInfo();
// So palette not restored immediately after control panel - we want to
// fade up instead!
screenInfo->new_palette = 99;
// These need setting after the defaults get set in fnInitBackground.
// Remember that these can change through the game, so need saving &
// restoring too.
screenInfo->feet_x = feetX;
screenInfo->feet_y = feetY;
// Start the new run list
_logic->expressChangeSession(runListId);
// Force in the new scroll position, so unsightly scroll-catch-up does
// not occur when screen first draws after returning from restore panel
// Set the screen record of player position - ready for setScrolling()
screenInfo->player_feet_x = obMega.getFeetX();
screenInfo->player_feet_y = obMega.getFeetY();
// if this screen is wide, recompute the scroll offsets now
if (screenInfo->scroll_flag)
_screen->setScrolling();
// Any music required will be started after we've returned from
// restoreControl() - see systemMenuMouse() in mouse.cpp!
// Restart any looping music. Originally this was - and still is - done
// in systemMenuMouse(), but with ScummVM we have other ways of
// restoring savegames so it's easier to put it here as well.
if (musicId) {
pars[0] = musicId;
pars[1] = FX_LOOP;
_logic->fnPlayMusic(pars);
} else
_logic->fnStopMusic(NULL);
return SR_OK;
}
/**
* Get the description of a savegame
*/
uint32 Sword2Engine::getSaveDescription(uint16 slotNo, byte *description) {
char *saveFileName = getSaveFileName(slotNo);
Common::InSaveFile *in;
if (!(in = _saveFileMan->openForLoading(saveFileName))) {
return SR_ERR_FILEOPEN;
}
in->readUint32LE();
in->read(description, SAVE_DESCRIPTION_LEN);
delete in;
return SR_OK;
}
bool Sword2Engine::saveExists() {
Common::String pattern = _targetName + ".???";
Common::StringList filenames = _saveFileMan->listSavefiles(pattern.c_str());
return !filenames.empty();
}
bool Sword2Engine::saveExists(uint16 slotNo) {
char *saveFileName = getSaveFileName(slotNo);
Common::InSaveFile *in;
if (!(in = _saveFileMan->openForLoading(saveFileName))) {
return false;
}
delete in;
return true;
}
uint32 Sword2Engine::calcChecksum(byte *buffer, uint32 size) {
uint32 total = 0;
for (uint32 pos = 0; pos < size; pos++)
total += buffer[pos];
return total;
}
} // End of namespace Sword2