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https://github.com/libretro/scummvm.git
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cd6e22a3b1
Screen. I've also added an unused "splash screen" function that displays the image that used to be shown by CacheNewCluster() while copying a data file from CD to hard disk. ScummVM doesn't do that, but it's a nice image that I wish we could do something useful with, and it's easier to have the code here for reference than having to dig through old revisions of the resource manager. svn-id: r17894
520 lines
14 KiB
C++
520 lines
14 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2005 The ScummVM project
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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 "common/stdafx.h"
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#include "common/savefile.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/logic.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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#include "sword2/sound.h"
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namespace Sword2 {
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// A savegame consists of a header and the global variables
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// Max length of a savegame filename
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#define MAX_FILENAME_LEN 128
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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(Sword2Engine::SaveGameHeader &header) {
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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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// ObjectHub
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SWAP32(header.player_hub.type);
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SWAP32(header.player_hub.logic_level);
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for (int 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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// ObjectLogic
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SWAP32(header.logic.looping);
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SWAP32(header.logic.pause);
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// ObjectGraphic
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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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// ObjectMega
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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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/**
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* Save the game.
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*/
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uint32 Sword2Engine::saveGame(uint16 slotNo, byte *desc) {
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uint32 bufferSize = findBufferSize();
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byte *saveBufferMem = (byte *) malloc(bufferSize);
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fillSaveBuffer(saveBufferMem, bufferSize, desc);
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uint32 errorCode = saveData(slotNo, saveBufferMem, bufferSize);
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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_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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/**
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* Calculate size of required savegame buffer
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*/
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uint32 Sword2Engine::findBufferSize() {
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// Size of savegame header + size of global variables
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return sizeof(_saveGameHeader) + _resman->fetchLen(1);
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}
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void Sword2Engine::fillSaveBuffer(byte *buffer, uint32 size, byte *desc) {
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// Set up the _saveGameHeader. Checksum gets filled in last of all.
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ScreenInfo *screenInfo = _screen->getScreenInfo();
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strcpy(_saveGameHeader.description, (char *) desc);
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_saveGameHeader.varLength = _resman->fetchLen(1);
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_saveGameHeader.screenId = screenInfo->background_layer_id;
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_saveGameHeader.runListId = _logic->getRunList();
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_saveGameHeader.feet_x = screenInfo->feet_x;
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_saveGameHeader.feet_y = screenInfo->feet_y;
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_saveGameHeader.music_id = _sound->getLoopingMusicId();
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memcpy(&_saveGameHeader.player_hub, _resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), sizeof(ObjectHub));
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_resman->closeResource(CUR_PLAYER_ID);
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// Get the logic, graphic and mega structures
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getPlayerStructures();
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#ifdef SCUMM_BIG_ENDIAN
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convertHeaderEndian(_saveGameHeader);
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#endif
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// Copy the header to the buffer, even though it isn't quite complete
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memcpy(buffer, &_saveGameHeader, sizeof(_saveGameHeader));
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// Get the global variables
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byte *varsRes = _resman->openResource(1);
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memcpy(buffer + sizeof(_saveGameHeader), varsRes, FROM_LE_32(_saveGameHeader.varLength));
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#ifdef SCUMM_BIG_ENDIAN
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uint32 *globalVars = (uint32 *) (buffer + sizeof(_saveGameHeader) + sizeof(StandardHeader));
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const uint numVars = (FROM_LE_32(_saveGameHeader.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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_resman->closeResource(1);
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// Finally, get the checksum
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_saveGameHeader.checksum = TO_LE_32(calcChecksum(buffer + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum)));
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// All done
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memcpy(buffer, &_saveGameHeader.checksum, sizeof(_saveGameHeader.checksum));
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}
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uint32 Sword2Engine::saveData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
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char saveFileName[MAX_FILENAME_LEN];
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sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo);
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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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uint32 itemsWritten = out->write(buffer, bufferSize);
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delete out;
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if (itemsWritten == bufferSize)
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return SR_OK;
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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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char saveFileName[MAX_FILENAME_LEN];
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sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo);
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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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// Get a copy of the header from the savegame buffer
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memcpy(&_saveGameHeader, buffer, sizeof(_saveGameHeader));
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#ifdef SCUMM_BIG_ENDIAN
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convertHeaderEndian(_saveGameHeader);
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#endif
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// Calc checksum & check that aginst the value stored in the header
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if (_saveGameHeader.checksum != calcChecksum(buffer + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum))) {
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free(buffer);
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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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// Historical note: During development, earlier savegames would often
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// be shorter than the current expected length.
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if (_saveGameHeader.varLength != _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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// Clean out system
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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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// Clean out the system kill list (no more objects to kill)
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_logic->resetKillList();
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// Object hub is just after the standard header
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memcpy(_resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), &_saveGameHeader.player_hub, sizeof(ObjectHub));
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_resman->closeResource(CUR_PLAYER_ID);
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// Fill in the player object structures from the header
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putPlayerStructures();
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// Copy variables from savegame buffer to memory
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byte *varsRes = _resman->openResource(1);
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memcpy(varsRes, buffer + sizeof(_saveGameHeader), _saveGameHeader.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 = (_saveGameHeader.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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_resman->closeResource(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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free(buffer);
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int32 pars[2];
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pars[0] = _saveGameHeader.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 = _saveGameHeader.feet_x;
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screenInfo->feet_y = _saveGameHeader.feet_y;
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// Start the new run list
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_logic->expressChangeSession(_saveGameHeader.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 = _saveGameHeader.mega.feet_x;
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screenInfo->player_feet_y = _saveGameHeader.mega.feet_y;
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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 (_saveGameHeader.music_id) {
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pars[0] = _saveGameHeader.music_id;
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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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char saveFileName[MAX_FILENAME_LEN];
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sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo);
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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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SaveGameHeader dummy;
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in->read(&dummy, sizeof(dummy));
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delete in;
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strcpy((char *) description, dummy.description);
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return SR_OK;
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}
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bool Sword2Engine::saveExists() {
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for (int i = 0; i <= 99; i++)
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if (saveExists(i))
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return true;
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return false;
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}
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bool Sword2Engine::saveExists(uint16 slotNo) {
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char saveFileName[MAX_FILENAME_LEN];
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sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo);
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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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/**
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* Request the player object structures which need saving.
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*/
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void Sword2Engine::getPlayerStructures() {
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StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
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assert(head->fileType == GAME_OBJECT);
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char *raw_script_ad = (char *) head;
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// Script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
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uint32 null_pc = 7;
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_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
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_resman->closeResource(CUR_PLAYER_ID);
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}
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/**
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* Fill out the player object structures from the savegame structures also run
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* the appropriate scripts to set up george's anim tables and walkdata, and
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* Nico's anim tables.
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*/
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void Sword2Engine::putPlayerStructures() {
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StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
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assert(head->fileType == GAME_OBJECT);
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char *raw_script_ad = (char *) head;
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// Script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
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uint32 null_pc = 8;
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_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
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// Script no. 14 - 'set_up_nico_anim_tables'
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null_pc = 14;
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_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
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// Which megaset was the player at the time of saving?
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switch (_saveGameHeader.mega.megaset_res) {
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case 36: // GeoMega:
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null_pc = 9; // script no.9 - 'player_is_george'
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break;
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case 2003: // GeoMegaB:
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null_pc = 13; // script no.13 - 'player_is_georgeB'
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break;
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case 1366: // NicMegaA:
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null_pc = 11; // script no.11 - 'player_is_nicoA'
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break;
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case 1437: // NicMegaB:
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null_pc = 12; // script no.12 - 'player_is_nicoB'
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break;
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case 1575: // NicMegaC:
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null_pc = 10; // script no.10 - 'player_is_nicoC'
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break;
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}
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_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
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_resman->closeResource(CUR_PLAYER_ID);
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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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