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https://github.com/libretro/scummvm.git
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d3b53d4c50
Safer and less portability issues.
415 lines
11 KiB
C++
415 lines
11 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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* Additional copyright for this file:
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* Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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 "common/memstream.h"
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#include "common/savefile.h"
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#include "common/textconsole.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/logic.h"
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#include "sword2/object.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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#include "sword2/saveload.h"
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#include "sword2/screen.h"
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#include "sword2/sound.h"
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namespace Sword2 {
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Common::String Sword2Engine::getSaveFileName(uint16 slotNo) {
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return Common::String::format("%s.%.3d", _targetName.c_str(), slotNo);
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}
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/**
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* Calculate size of required savegame buffer. A savegame consists of a header
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* and the global variables.
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*/
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uint32 Sword2Engine::findBufferSize() {
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return 212 + _resman->fetchLen(1);
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}
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/**
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* Save the game.
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*/
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uint32 Sword2Engine::saveGame(uint16 slotNo, const byte *desc) {
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char description[SAVE_DESCRIPTION_LEN];
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uint32 bufferSize = findBufferSize();
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byte *saveBuffer = (byte *)malloc(bufferSize);
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ScreenInfo *screenInfo = _screen->getScreenInfo();
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memset(description, 0, sizeof(description));
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strncpy(description, (const char *)desc, SAVE_DESCRIPTION_LEN - 1);
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Common::MemoryWriteStream writeS(saveBuffer, bufferSize);
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byte *globalVars = _resman->openResource(1);
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byte *objectHub = _resman->openResource(CUR_PLAYER_ID) + ResHeader::size();
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// Script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
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_logic->runResScript(CUR_PLAYER_ID, 7);
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writeS.writeUint32LE(0); // Checksum
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writeS.write(description, SAVE_DESCRIPTION_LEN);
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writeS.writeUint32LE(_resman->fetchLen(1));
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writeS.writeUint32LE(screenInfo->background_layer_id);
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writeS.writeUint32LE(_logic->getRunList());
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writeS.writeUint32LE(screenInfo->feet_x);
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writeS.writeUint32LE(screenInfo->feet_y);
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writeS.writeUint32LE(_sound->getLoopingMusicId());
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writeS.write(objectHub, ObjectHub::size());
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writeS.write(_logic->_saveLogic, ObjectLogic::size());
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writeS.write(_logic->_saveGraphic, ObjectGraphic::size());
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writeS.write(_logic->_saveMega, ObjectMega::size());
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writeS.write(globalVars, _resman->fetchLen(1));
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WRITE_LE_UINT32(saveBuffer, calcChecksum(saveBuffer + 4, bufferSize - 4));
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_resman->closeResource(CUR_PLAYER_ID);
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_resman->closeResource(1);
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uint32 errorCode = saveData(slotNo, saveBuffer, bufferSize);
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free(saveBuffer);
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if (errorCode != SR_OK) {
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uint32 textId;
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switch (errorCode) {
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case SR_ERR_FILEOPEN:
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textId = TEXT_SAVE_CANT_OPEN;
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break;
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default:
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textId = TEXT_SAVE_FAILED;
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break;
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}
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_screen->displayMsg(fetchTextLine(_resman->openResource(textId / SIZE), textId & 0xffff) + 2, 0);
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}
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return errorCode;
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}
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uint32 Sword2Engine::saveData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
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Common::String saveFileName = getSaveFileName(slotNo);
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Common::OutSaveFile *out;
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if (!(out = _saveFileMan->openForSaving(saveFileName))) {
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return SR_ERR_FILEOPEN;
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}
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out->write(buffer, bufferSize);
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out->finalize();
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if (!out->err()) {
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delete out;
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return SR_OK;
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}
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delete out;
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return SR_ERR_WRITEFAIL;
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}
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/**
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* Restore the game.
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*/
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uint32 Sword2Engine::restoreGame(uint16 slotNo) {
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uint32 bufferSize = findBufferSize();
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byte *saveBufferMem = (byte *)malloc(bufferSize);
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uint32 errorCode = restoreData(slotNo, saveBufferMem, 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. Note that restoreFromBuffer() frees the
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// buffer in order to clear it from memory before loading in the new
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// screen and runlist, so we only need to free it in case of failure.
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if (errorCode == SR_OK)
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errorCode = restoreFromBuffer(saveBufferMem, bufferSize);
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else
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free(saveBufferMem);
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if (errorCode != SR_OK) {
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uint32 textId;
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switch (errorCode) {
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case SR_ERR_FILEOPEN:
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textId = TEXT_RESTORE_CANT_OPEN;
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break;
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case SR_ERR_INCOMPATIBLE:
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textId = TEXT_RESTORE_INCOMPATIBLE;
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break;
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default:
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textId = TEXT_RESTORE_FAILED;
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break;
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}
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_screen->displayMsg(fetchTextLine(_resman->openResource(textId / SIZE), textId & 0xffff) + 2, 0);
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} else {
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// Prime system with a game cycle
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// Reset the graphic 'BuildUnit' list before a new logic list
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// (see fnRegisterFrame)
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_screen->resetRenderLists();
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// Reset the mouse hot-spot list. See fnRegisterMouse()
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// and fnRegisterFrame()
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_mouse->resetMouseList();
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if (_logic->processSession())
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error("restore 1st cycle failed??");
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}
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// Force the game engine to pick a cursor. This appears to be needed
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// when using the -x command-line option to restore a game.
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_mouse->setMouseTouching(1);
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return errorCode;
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}
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uint32 Sword2Engine::restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
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Common::String saveFileName = getSaveFileName(slotNo);
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Common::InSaveFile *in;
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if (!(in = _saveFileMan->openForLoading(saveFileName))) {
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// error: couldn't open file
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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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uint32 itemsRead = in->read(buffer, bufferSize);
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delete in;
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if (itemsRead != bufferSize) {
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// We didn't get all of it. At the moment we have no way of
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// knowing why, so assume that it's an incompatible savegame.
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return SR_ERR_INCOMPATIBLE;
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}
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return SR_OK;
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}
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uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
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Common::MemoryReadStream readS(buffer, size);
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// Calc checksum & check that aginst the value stored in the header
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if (readS.readUint32LE() != calcChecksum(buffer + 4, size - 4)) {
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free(buffer);
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return SR_ERR_INCOMPATIBLE;
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}
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readS.seek(SAVE_DESCRIPTION_LEN, SEEK_CUR);
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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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// Historical note: During development, earlier savegames would often
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// be shorter than the current expected length.
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if (readS.readUint32LE() != _resman->fetchLen(1)) {
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free(buffer);
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return SR_ERR_INCOMPATIBLE;
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}
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byte *globalVars = _resman->openResource(1);
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byte *objectHub = _resman->openResource(CUR_PLAYER_ID) + ResHeader::size();
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uint32 screenId = readS.readUint32LE();
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uint32 runListId = readS.readUint32LE();
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uint32 feetX = readS.readUint32LE();
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uint32 feetY = readS.readUint32LE();
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uint32 musicId = readS.readUint32LE();
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// Trash all resources from memory except player object & global vars
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_resman->killAll(false);
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_logic->resetKillList();
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readS.read(objectHub, ObjectHub::size());
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readS.read(_logic->_saveLogic, ObjectLogic::size());
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readS.read(_logic->_saveGraphic, ObjectGraphic::size());
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readS.read(_logic->_saveMega, ObjectMega::size());
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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 and
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// walkdata, and Nico's anim tables.
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// Script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
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_logic->runResScript(CUR_PLAYER_ID, 8);
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// Script no. 14 - 'set_up_nico_anim_tables'
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_logic->runResScript(CUR_PLAYER_ID, 14);
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// Which megaset was the player at the time of saving?
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ObjectMega obMega(_logic->_saveMega);
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uint32 scriptNo = 0;
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switch (obMega.getMegasetRes()) {
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case 36: // GeoMega:
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scriptNo = 9; // script no.9 - 'player_is_george'
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break;
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case 2003: // GeoMegaB:
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scriptNo = 13; // script no.13 - 'player_is_georgeB'
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break;
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case 1366: // NicMegaA:
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scriptNo = 11; // script no.11 - 'player_is_nicoA'
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break;
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case 1437: // NicMegaB:
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scriptNo = 12; // script no.12 - 'player_is_nicoB'
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break;
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case 1575: // NicMegaC:
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scriptNo = 10; // script no.10 - 'player_is_nicoC'
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break;
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}
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_logic->runResScript(CUR_PLAYER_ID, scriptNo);
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// Copy variables from savegame buffer to memory
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readS.read(globalVars, _resman->fetchLen(1));
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_resman->closeResource(CUR_PLAYER_ID);
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_resman->closeResource(1);
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free(buffer);
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int32 pars[2];
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pars[0] = screenId;
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pars[1] = 1;
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_logic->fnInitBackground(pars);
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ScreenInfo *screenInfo = _screen->getScreenInfo();
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// So palette not restored immediately after control panel - we want to
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// fade up instead!
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screenInfo->new_palette = 99;
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// These need setting after the defaults get set in fnInitBackground.
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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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screenInfo->feet_x = feetX;
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screenInfo->feet_y = feetY;
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// Start the new run list
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_logic->expressChangeSession(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 the screen record of player position - ready for setScrolling()
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screenInfo->player_feet_x = obMega.getFeetX();
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screenInfo->player_feet_y = obMega.getFeetY();
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// if this screen is wide, recompute the scroll offsets now
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if (screenInfo->scroll_flag)
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_screen->setScrolling();
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// Any music required will be started after we've returned from
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// restoreControl() - see systemMenuMouse() in mouse.cpp!
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// Restart any looping music. Originally this was - and still is - done
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// in systemMenuMouse(), but with ScummVM we have other ways of
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// restoring savegames so it's easier to put it here as well.
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if (musicId) {
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pars[0] = musicId;
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pars[1] = FX_LOOP;
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_logic->fnPlayMusic(pars);
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} else
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_logic->fnStopMusic(NULL);
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return SR_OK;
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}
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/**
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* Get the description of a savegame
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*/
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uint32 Sword2Engine::getSaveDescription(uint16 slotNo, byte *description) {
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Common::String saveFileName = getSaveFileName(slotNo);
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Common::InSaveFile *in;
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if (!(in = _saveFileMan->openForLoading(saveFileName))) {
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return SR_ERR_FILEOPEN;
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}
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in->readUint32LE();
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in->read(description, SAVE_DESCRIPTION_LEN);
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delete in;
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return SR_OK;
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}
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bool Sword2Engine::saveExists() {
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Common::String pattern = _targetName + ".???";
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Common::StringArray filenames = _saveFileMan->listSavefiles(pattern);
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return !filenames.empty();
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}
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bool Sword2Engine::saveExists(uint16 slotNo) {
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Common::String saveFileName = getSaveFileName(slotNo);
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Common::InSaveFile *in;
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if (!(in = _saveFileMan->openForLoading(saveFileName))) {
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return false;
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}
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delete in;
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return true;
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}
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uint32 Sword2Engine::calcChecksum(byte *buffer, uint32 size) {
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uint32 total = 0;
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for (uint32 pos = 0; pos < size; pos++)
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total += buffer[pos];
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return total;
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}
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} // End of namespace Sword2
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