scummvm/sword2/save_rest.cpp
Torbjörn Andersson 0fcd887dcd Cleanup. Mostly removal of redundant comments.
I've also made the SaveGameHeader struct packed, which may break savegame
compatibility on some architectures (though not on the Linux and Windows
boxes I've tried it on). But I'm hoping it will guarantee, or at least make
it more likely, that savegames will be portable across architectures.

svn-id: r13634
2004-04-26 07:37:25 +00:00

548 lines
15 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 {
// A savegame consists of a header and the global variables
// Max length of a savegame filename, including full path
#define MAX_FILENAME_LEN 128
#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) {
// 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 (int 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 the game.
*/
uint32 Sword2Engine::saveGame(uint16 slotNo, byte *desc) {
uint32 bufferSize = findBufferSize();
byte *saveBufferMem = (byte *) malloc(bufferSize);
fillSaveBuffer(saveBufferMem, bufferSize, desc);
uint32 errorCode = saveData(slotNo, saveBufferMem, bufferSize);
free(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(byte *buffer, uint32 size, byte *desc) {
// Set up the _saveGameHeader. Checksum gets filled in last of all.
strcpy(_saveGameHeader.description, (char *) desc);
_saveGameHeader.varLength = _resman->fetchLen(1);
_saveGameHeader.screenId = _thisScreen.background_layer_id;
_saveGameHeader.runListId = _logic->getRunList();
_saveGameHeader.feet_x = _thisScreen.feet_x;
_saveGameHeader.feet_y = _thisScreen.feet_y;
_saveGameHeader.music_id = _loopingMusicId;
memcpy(&_saveGameHeader.player_hub, _resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), sizeof(ObjectHub));
_resman->closeResource(CUR_PLAYER_ID);
// Get the logic, graphic and mega structures
getPlayerStructures();
#ifdef SCUMM_BIG_ENDIAN
convertHeaderEndian(_saveGameHeader);
#endif
// Get the global variables
byte *varsRes = _resman->openResource(1);
memcpy(buffer + sizeof(_saveGameHeader), varsRes, FROM_LE_32(_saveGameHeader.varLength));
#ifdef SCUMM_BIG_ENDIAN
uint32 *globalVars = (uint32 *) (buffer + 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
_resman->closeResource(1);
// Finally, get the checksum
_saveGameHeader.checksum = TO_LE_32(calcChecksum(buffer + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum)));
// All done
memcpy(buffer, &_saveGameHeader, sizeof(_saveGameHeader));
}
uint32 Sword2Engine::saveData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
char saveFileName[MAX_FILENAME_LEN];
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
SaveFileManager *mgr = _system->get_savefile_manager();
SaveFile *out;
if (!(out = mgr->open_savefile(saveFileName, getSavePath(), true))) {
delete mgr;
return SR_ERR_FILEOPEN;
}
uint32 itemsWritten = out->write(buffer, bufferSize);
delete out;
delete mgr;
if (itemsWritten == bufferSize)
return SR_OK;
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);
// Force the game engine to pick a cursor. This appears to be needed
// when using the -x command-line option to restore a game.
_mouseTouching = 1;
return errorCode;
}
uint32 Sword2Engine::restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
char saveFileName[MAX_FILENAME_LEN];
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
SaveFileManager *mgr = _system->get_savefile_manager();
SaveFile *in;
if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
// error: couldn't open file
delete mgr;
return SR_ERR_FILEOPEN;
}
// Read savegame into the buffer
uint32 itemsRead = in->read(buffer, bufferSize);
delete in;
delete mgr;
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.
delete in;
delete mgr;
return SR_ERR_INCOMPATIBLE;
}
return SR_OK;
}
uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
// Get a copy of the header from the savegame buffer
memcpy(&_saveGameHeader, buffer, 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 + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum))) {
free(buffer);
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.
// Historical note: During development, earlier savegames would often
// be shorter than the current expected length.
if (_saveGameHeader.varLength != _resman->fetchLen(1)) {
free(buffer);
return SR_ERR_INCOMPATIBLE;
}
// Clean out system
// Trash all resources from memory except player object & global vars
_resman->killAll(false);
// Clean out the system kill list (no more objects to kill)
_logic->resetKillList();
// 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 player object structures from the header
putPlayerStructures();
// Copy variables from savegame buffer to memory
byte *varsRes = _resman->openResource(1);
memcpy(varsRes, buffer + 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
_resman->closeResource(1);
// Free it now, rather than in RestoreGame, to unblock memory before
// new screen & runlist loaded
free(buffer);
int32 pars[2];
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;
// 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 (_loopingMusicId) {
pars[0] = _loopingMusicId;
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[MAX_FILENAME_LEN];
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
SaveFileManager *mgr = _system->get_savefile_manager();
SaveFile *in;
if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
delete mgr;
return SR_ERR_FILEOPEN;
}
SaveGameHeader dummy;
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];
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
SaveFileManager *mgr = _system->get_savefile_manager();
SaveFile *in;
if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
delete mgr;
return false;
}
delete in;
delete mgr;
return true;
}
/**
* Request the player object structures which need saving.
*/
void Sword2Engine::getPlayerStructures(void) {
StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
assert(head->fileType == GAME_OBJECT);
char *raw_script_ad = (char *) head;
// Script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
uint32 null_pc = 7;
_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
_resman->closeResource(CUR_PLAYER_ID);
}
/**
* 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.
*/
void Sword2Engine::putPlayerStructures(void) {
StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
assert(head->fileType == GAME_OBJECT);
char *raw_script_ad = (char *) head;
// Script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
uint32 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(byte *buffer, uint32 size) {
uint32 total = 0;
for (uint32 pos = 0; pos < size; pos++)
total += buffer[pos];
return total;
}
/**
* 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.
*/
int32 Logic::fnPassPlayerSaveData(int32 *params) {
// 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->decodePtr(params[0]), sizeof(ObjectLogic));
memcpy(&_vm->_saveGameHeader.graphic, _vm->_memory->decodePtr(params[1]), sizeof(ObjectGraphic));
memcpy(&_vm->_saveGameHeader.mega, _vm->_memory->decodePtr(params[2]), sizeof(ObjectMega));
return IR_CONT;
}
/**
* Reverse of fnPassPlayerSaveData() - run script 8 of player object.
*/
int32 Logic::fnGetPlayerSaveData(int32 *params) {
// params: 0 pointer to object's logic structure
// 1 pointer to object's graphic structure
// 2 pointer to object's mega structure
byte *logic_ptr = _vm->_memory->decodePtr(params[0]);
byte *graphic_ptr = _vm->_memory->decodePtr(params[1]);
byte *mega_ptr = _vm->_memory->decodePtr(params[2]);
// Copy from savegame header to player object
memcpy(logic_ptr, &_vm->_saveGameHeader.logic, sizeof(ObjectLogic));
memcpy(graphic_ptr, &_vm->_saveGameHeader.graphic, sizeof(ObjectGraphic));
memcpy(mega_ptr, &_vm->_saveGameHeader.mega, sizeof(ObjectMega));
// Any walk-data must be cleared - the player will be set to stand if
// he was walking when saved.
ObjectMega *ob_mega = (ObjectMega *) mega_ptr;
if (ob_mega->currently_walking) {
ob_mega->currently_walking = 0;
int32 pars[3];
pars[0] = params[1]; // ob_graphic;
pars[1] = params[2]; // ob_mega
pars[2] = ob_mega->current_dir;
fnStand(pars);
// Reset looping flag (which would have been 1 during fnWalk)
ObjectLogic *ob_logic = (ObjectLogic *) logic_ptr;
ob_logic->looping = 0;
}
return IR_CONT;
}
} // End of namespace Sword2