scummvm/sword2/save_rest.cpp
Torbjörn Andersson 4c3a68027f Use the same syntax for accessing script variables as BS1 does, i.e. now
it's Logic::_scriptVars[ID] instead of just ID. Apart from looking cool, it
makes it much easier to tell the difference between variables and constants
when looking at the code.

Of course, this sort of sweeping changes is jolly good for introducing
truly weird regressions, which is why I waited until after 0.6.0.

svn-id: r13331
2004-03-17 09:03:15 +00:00

615 lines
17 KiB
C++

/* Copyright (C) 1994-2004 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
// ---------------------------------------------------------------------------
// SAVE_REST.CPP save, restore & restart functions
//
// James 05feb97
//
// "Jesus Saves", but could he Restore or Restart? He can now...
//
// ---------------------------------------------------------------------------
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/defs.h"
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/resman.h"
namespace Sword2 {
// max length of a savegame filename, including full path
#define MAX_FILENAME_LEN 128
// savegame consists of header & global variables resource
#ifdef SCUMM_BIG_ENDIAN
// Quick macro to make swapping in-place easier to write
#define SWAP32(x) x = SWAP_BYTES_32(x)
static void convertHeaderEndian(Sword2Engine::SaveGameHeader &header) {
int i;
// SaveGameHeader
SWAP32(header.checksum);
SWAP32(header.varLength);
SWAP32(header.screenId);
SWAP32(header.runListId);
SWAP32(header.feet_x);
SWAP32(header.feet_y);
SWAP32(header.music_id);
// ObjectHub
SWAP32(header.player_hub.type);
SWAP32(header.player_hub.logic_level);
for (i = 0; i < TREE_SIZE; i++) {
SWAP32(header.player_hub.logic[i]);
SWAP32(header.player_hub.script_id[i]);
SWAP32(header.player_hub.script_pc[i]);
}
// ObjectLogic
SWAP32(header.logic.looping);
SWAP32(header.logic.pause);
// ObjectGraphic
SWAP32(header.graphic.type);
SWAP32(header.graphic.anim_resource);
SWAP32(header.graphic.anim_pc);
// ObjectMega
SWAP32(header.mega.currently_walking);
SWAP32(header.mega.walk_pc);
SWAP32(header.mega.scale_a);
SWAP32(header.mega.scale_b);
SWAP32(header.mega.feet_x);
SWAP32(header.mega.feet_y);
SWAP32(header.mega.current_dir);
SWAP32(header.mega.megaset_res);
}
#endif
// SAVE GAME
uint32 Sword2Engine::saveGame(uint16 slotNo, uint8 *desc) {
Memory *saveBufferMem;
uint32 bufferSize;
uint32 errorCode;
// allocate the savegame buffer
bufferSize = findBufferSize();
saveBufferMem = _memory->allocMemory(bufferSize, MEM_locked, (uint32) UID_savegame_buffer);
fillSaveBuffer(saveBufferMem, bufferSize, desc);
// save it (hopefully no longer platform-specific)
// save the buffer
errorCode = saveData(slotNo, saveBufferMem->ad, bufferSize);
// free the buffer
_memory->freeMemory(saveBufferMem);
return errorCode;
}
// calculate size of required savegame buffer
uint32 Sword2Engine::findBufferSize(void) {
// size of savegame header + size of global variables
return sizeof(_saveGameHeader) + _resman->fetchLen(1);
}
void Sword2Engine::fillSaveBuffer(Memory *buffer, uint32 size, uint8 *desc) {
uint8 *varsRes;
// set up the _saveGameHeader
// 'checksum' gets filled in last of all
// player's description of savegame
strcpy(_saveGameHeader.description, (char *) desc);
// length of global variables resource
_saveGameHeader.varLength = _resman->fetchLen(1);
// resource id of current screen file
_saveGameHeader.screenId = _thisScreen.background_layer_id;
// resource id of current run-list
_saveGameHeader.runListId = _logic->getRunList();
// those scroll position control things
_saveGameHeader.feet_x = _thisScreen.feet_x;
_saveGameHeader.feet_y = _thisScreen.feet_y;
// id of currently looping music (or zero)
_saveGameHeader.music_id = _loopingMusicId;
// object hub
memcpy(&_saveGameHeader.player_hub, _resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), sizeof(ObjectHub));
_resman->closeResource(CUR_PLAYER_ID);
// logic, graphic & mega structures
// copy the 4 essential player object structures into the header
getPlayerStructures();
// copy the header to the buffer
#ifdef SCUMM_BIG_ENDIAN
convertHeaderEndian(_saveGameHeader);
#endif
// copy the header to the savegame buffer
memcpy(buffer->ad, &_saveGameHeader, sizeof(_saveGameHeader));
// copy the global variables to the buffer
// open variables resource
varsRes = _resman->openResource(1);
// copy that to the buffer, following the header
memcpy(buffer->ad + sizeof(_saveGameHeader), varsRes, FROM_LE_32(_saveGameHeader.varLength));
#ifdef SCUMM_BIG_ENDIAN
uint32 *globalVars = (uint32 *) (buffer->ad + sizeof(_saveGameHeader) + sizeof(StandardHeader));
const uint numVars = (FROM_LE_32(_saveGameHeader.varLength) - sizeof(StandardHeader)) / 4;
for (uint i = 0; i < numVars; i++)
globalVars[i] = SWAP_BYTES_32(globalVars[i]);
#endif
// close variables resource
_resman->closeResource(1);
// set the checksum & copy that to the buffer
_saveGameHeader.checksum = TO_LE_32(calcChecksum((buffer->ad) + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum)));
memcpy(buffer->ad, &_saveGameHeader.checksum, sizeof(_saveGameHeader.checksum));
}
uint32 Sword2Engine::saveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
char saveFileName[MAX_FILENAME_LEN];
uint32 itemsWritten;
SaveFile *out;
SaveFileManager *mgr = _system->get_savefile_manager();
// construct filename
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
if (!(out = mgr->open_savefile(saveFileName, getSavePath(), true))) {
// error: couldn't open file
delete mgr;
return SR_ERR_FILEOPEN;
}
// write the buffer
itemsWritten = out->write(buffer, bufferSize);
delete out;
delete mgr;
// if we successfully wrote it all, then everything's ok
if (itemsWritten == bufferSize)
return SR_OK;
// write failed for some reason (could be hard drive full)
return SR_ERR_WRITEFAIL;
}
// RESTORE GAME
uint32 Sword2Engine::restoreGame(uint16 slotNo) {
Memory *saveBufferMem;
uint32 bufferSize;
uint32 errorCode;
// allocate the savegame buffer
bufferSize = findBufferSize();
saveBufferMem = _memory->allocMemory(bufferSize, MEM_locked, (uint32) UID_savegame_buffer);
// read the savegame file into our buffer
// load savegame into buffer
errorCode = restoreData(slotNo, saveBufferMem->ad, bufferSize);
// if it was read in successfully, then restore the game from the
// buffer & free the buffer
if (errorCode == SR_OK) {
errorCode = restoreFromBuffer(saveBufferMem, bufferSize);
// Note that the buffer has been freed inside
// restoreFromBuffer, in order to clear it from memory before
// loading in the new screen & runlist
} else {
// because restoreFromBuffer would have freed it
_memory->freeMemory(saveBufferMem);
}
return errorCode;
}
uint32 Sword2Engine::restoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
char saveFileName[MAX_FILENAME_LEN];
SaveFile *in;
SaveFileManager *mgr = _system->get_savefile_manager();
uint32 itemsRead;
// construct filename
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
// error: couldn't open file
delete mgr;
return SR_ERR_FILEOPEN;
}
// read savegame into the buffer
itemsRead = in->read(buffer, bufferSize);
if (itemsRead == bufferSize) {
// We successfully read it all
delete in;
delete mgr;
return SR_OK;
} else {
// We didn't get all of it.
/*
// There is no ioFailed() function in SaveFile yet, I think.
if (in->ioFailed()) {
delete in;
delete mgr;
return SR_ERR_READFAIL;
}
*/
delete in;
delete mgr;
// error: incompatible save-data - can't use!
return SR_ERR_INCOMPATIBLE;
}
}
uint32 Sword2Engine::restoreFromBuffer(Memory *buffer, uint32 size) {
uint8 *varsRes;
int32 pars[2];
// get a copy of the header from the savegame buffer
memcpy(&_saveGameHeader, buffer->ad, sizeof(_saveGameHeader));
#ifdef SCUMM_BIG_ENDIAN
convertHeaderEndian(_saveGameHeader);
#endif
// Calc checksum & check that aginst the value stored in the header
if (_saveGameHeader.checksum != calcChecksum(buffer->ad + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum))) {
_memory->freeMemory(buffer);
// error: incompatible save-data - can't use!
return SR_ERR_INCOMPATIBLE;
}
// 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
// Note that during development, earlier savegames will often be
// shorter than the current expected length
// if header contradicts actual current size of global variables
if (_saveGameHeader.varLength != _resman->fetchLen(1)) {
_memory->freeMemory(buffer);
// error: incompatible save-data - can't use!
return SR_ERR_INCOMPATIBLE;
}
// clean out system
// trash all resources from memory except player object & global
// variables
_resman->killAll(false);
// clean out the system kill list (no more objects to kill)
_logic->resetKillList();
// get player character data from savegame buffer
// object hub is just after the standard header
memcpy(_resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), &_saveGameHeader.player_hub, sizeof(ObjectHub));
_resman->closeResource(CUR_PLAYER_ID);
// fill in the 4 essential player object structures from the header
putPlayerStructures();
// get variables resource from the savegame buffer
// open variables resource
varsRes = _resman->openResource(1);
// copy that to the buffer, following the header
memcpy(varsRes, buffer->ad + sizeof(_saveGameHeader), _saveGameHeader.varLength);
#ifdef SCUMM_BIG_ENDIAN
uint32 *globalVars = (uint32 *) (varsRes + sizeof(StandardHeader));
const uint numVars = (_saveGameHeader.varLength - sizeof(StandardHeader)) / 4;
for (uint i = 0; i < numVars; i++)
globalVars[i] = SWAP_BYTES_32(globalVars[i]);
#endif
// close variables resource
_resman->closeResource(1);
// free it now, rather than in RestoreGame, to unblock memory before
// new screen & runlist loaded
_memory->freeMemory(buffer);
pars[0] = _saveGameHeader.screenId;
pars[1] = 1;
_logic->fnInitBackground(pars);
// So palette not restored immediately after control panel - we want to
// fade up instead!
_thisScreen.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
_thisScreen.feet_x = _saveGameHeader.feet_x;
_thisScreen.feet_y = _saveGameHeader.feet_y;
// start the new run list
_logic->expressChangeSession(_saveGameHeader.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 '_thisScreen's record of player position
// - ready for setScrolling()
_thisScreen.player_feet_x = _saveGameHeader.mega.feet_x;
_thisScreen.player_feet_y = _saveGameHeader.mega.feet_y;
// if this screen is wide, recompute the scroll offsets now
if (_thisScreen.scroll_flag)
setScrolling();
// Any music required will be started after we've returned from
// restoreControl() - see systemMenuMouse() in mouse.cpp!
_loopingMusicId = _saveGameHeader.music_id;
// Write to walkthrough file (zebug0.txt)
debug(5, "RESTORED GAME \"%s\"", _saveGameHeader.description);
// game restored ok
return SR_OK;
}
// GetSaveDescription - PC version...
uint32 Sword2Engine::getSaveDescription(uint16 slotNo, uint8 *description) {
char saveFileName[MAX_FILENAME_LEN];
SaveGameHeader dummy;
SaveFile *in;
SaveFileManager *mgr = _system->get_savefile_manager();
// construct filename
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
// error: couldn't open file
delete mgr;
return SR_ERR_FILEOPEN;
}
// read header
in->read(&dummy, sizeof(dummy));
delete in;
delete mgr;
strcpy((char *) description, dummy.description);
return SR_OK;
}
bool Sword2Engine::saveExists(void) {
for (int i = 0; i <= 99; i++)
if (saveExists(i))
return true;
return false;
}
bool Sword2Engine::saveExists(uint16 slotNo) {
char saveFileName[MAX_FILENAME_LEN];
SaveFileManager *mgr = _system->get_savefile_manager();
SaveFile *in;
// construct filename
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
delete mgr;
return false;
}
delete in;
delete mgr;
return true;
}
void Sword2Engine::getPlayerStructures(void) {
// request the player object structures which need saving
// script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
uint32 null_pc = 7;
char *raw_script_ad;
StandardHeader *head;
head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
raw_script_ad = (char *) head;
_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
_resman->closeResource(CUR_PLAYER_ID);
}
void Sword2Engine::putPlayerStructures(void) {
// fill out the player object structures from the savegame structures
// also run the appropriate scripts to set up george's anim tables &
// walkdata, and nico's anim tables
uint32 null_pc;
char *raw_script_ad;
StandardHeader *head;
head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
raw_script_ad = (char *) head;
// script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
null_pc = 8;
_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
// script no. 14 - 'set_up_nico_anim_tables'
null_pc = 14;
_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
// which megaset was the player at the time of saving?
switch (_saveGameHeader.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;
}
_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
_resman->closeResource(CUR_PLAYER_ID);
}
uint32 Sword2Engine::calcChecksum(uint8 *buffer, uint32 size) {
uint32 total = 0;
for (uint32 pos = 0; pos < size; pos++)
total += buffer[pos];
return total;
}
int32 Logic::fnPassPlayerSaveData(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(&_vm->_saveGameHeader.logic, _vm->_memory->intToPtr(params[0]), sizeof(ObjectLogic));
memcpy(&_vm->_saveGameHeader.graphic, _vm->_memory->intToPtr(params[1]), sizeof(ObjectGraphic));
memcpy(&_vm->_saveGameHeader.mega, _vm->_memory->intToPtr(params[2]), sizeof(ObjectMega));
// makes no odds
return IR_CONT;
}
int32 Logic::fnGetPlayerSaveData(int32 *params) {
// reverse of fnPassPlayerSaveData
// - 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
ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->intToPtr(params[0]);
ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->intToPtr(params[1]);
ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->intToPtr(params[2]);
int32 pars[3];
// copy from savegame header to player object
memcpy((uint8 *) ob_logic, &_vm->_saveGameHeader.logic, sizeof(ObjectLogic));
memcpy((uint8 *) ob_graphic, &_vm->_saveGameHeader.graphic, sizeof(ObjectGraphic));
memcpy((uint8 *) ob_mega, &_vm->_saveGameHeader.mega, sizeof(ObjectMega));
// 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] = _vm->_memory->ptrToInt((const uint8 *) ob_graphic);
// pointer to object's mega structure
pars[1] = _vm->_memory->ptrToInt((const uint8 *) ob_mega);
// target direction
pars[2] = ob_mega->current_dir;
// set player to stand
fnStand(pars);
// reset looping flag (which would have been '1' during fnWalk)
ob_logic->looping = 0;
}
// makes no odds
return IR_CONT;
}
} // End of namespace Sword2