scummvm/sword2/save_rest.cpp
Oliver Kiehl 0f85cc3061 rename bs2 to sword2 to have the same name as the original engine.
besides this way all our engines start with an "s" ;)

svn-id: r9301
2003-07-30 19:25:31 +00:00

558 lines
20 KiB
C++

/* Copyright (C) 1994-2003 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 <direct.h> directx?
#include <stdio.h>
#include <stdlib.h>
#include "stdafx.h"
#include "driver/driver96.h"
#include "console.h"
#include "defs.h"
#include "function.h" // for engine_logic, engine_graph, etc
#include "interpreter.h" // for IR_CONT, etc
#include "layers.h"
#include "logic.h"
#include "memory.h"
#include "object.h"
#include "protocol.h"
#include "resman.h"
#include "router.h"
#include "save_rest.h"
#include "scroll.h" // for Set_scrolling()
#include "sound.h"
#include "walker.h"
//------------------------------------------------------------------------------------
#define MAX_FILENAME_LEN 128 // max length of a savegame filename, including full path
//------------------------------------------------------------------------------------
// local function prototypes
void GetPlayerStructures(void); // James27feb97
void PutPlayerStructures(void); // James27feb97
uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
uint32 CalcChecksum(uint8 *buffer, uint32 size); // James04aug97
//------------------------------------------------------------------------------------
typedef struct // savegame file header (James06feb97)
{
uint32 checksum; // sum of all bytes in file, excluding this uint32
char description[SAVE_DESCRIPTION_LEN]; // player's description of savegame
uint32 varLength; // length of global variables resource
uint32 screenId; // resource id of screen file
uint32 runListId; // resource id of run list
uint32 feet_x; // copy of this_screen.feet_x
uint32 feet_y; // copy of this_screen.feet_y
uint32 music_id; // copy of 'looping_music_id'
_object_hub player_hub; // copy of player object's object_hub structure
Object_logic logic; // copy of player character logic structure
Object_graphic graphic; // copy of player character graphic structure
Object_mega mega; // copy of player character mega structure
}
_savegameHeader;
// savegame consists of header & global variables resource
_savegameHeader header; // global because easier to copy to/from player object structures
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
// SAVE GAME
//------------------------------------------------------------------------------------
uint32 SaveGame(uint16 slotNo, uint8 *desc) // (James05feb97)
{
mem *saveBufferMem;
uint32 bufferSize;
uint32 errorCode;
//------------------------------------------------------
// allocate the savegame buffer
bufferSize = FindBufferSize();
saveBufferMem = Twalloc( bufferSize, MEM_locked, UID_savegame_buffer );
FillSaveBuffer(saveBufferMem, bufferSize, desc);
//------------------------------------------------------
// save it (platform-specific)
errorCode = SaveData( slotNo, saveBufferMem->ad, bufferSize ); // save the buffer
//------------------------------------------------------
// free the buffer
Free_mem( saveBufferMem );
//------------------------------------------------------
return(errorCode);
}
//------------------------------------------------------------------------------------
// calculate size of required savegame buffer
uint32 FindBufferSize( void )
{
return (sizeof(header) + res_man.Res_fetch_len(1)); // size of savegame header + size of global variables
}
//------------------------------------------------------------------------------------
void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc)
{
uint8 *varsRes;
//------------------------------------------------------
// set up the header
// 'checksum' gets filled in last of all
sprintf(header.description, "%s", (char*)desc); // player's description of savegame
header.varLength = res_man.Res_fetch_len(1); // length of global variables resource
header.screenId = this_screen.background_layer_id; // resource id of current screen file
header.runListId = LLogic.Return_run_list(); // resource id of current run-list
header.feet_x = this_screen.feet_x; // those scroll position control things
header.feet_y = this_screen.feet_y; //
header.music_id = looping_music_id; // id of currently looping music (or zero)
// object hub
memcpy (&header.player_hub, res_man.Res_open(CUR_PLAYER_ID) + sizeof(_standardHeader), sizeof(_object_hub));
res_man.Res_close(CUR_PLAYER_ID);
// logic, graphic & mega structures
GetPlayerStructures(); // copy the 4 essential player object structures into the header
//------------------------------------------------------
// copy the header to the buffer
memcpy( buffer->ad, &header, sizeof(header) ); // copy the header to the savegame buffer
//------------------------------------------------------
// copy the global variables to the buffer
varsRes = res_man.Res_open(1); // open variables resource
memcpy( buffer->ad + sizeof(header), varsRes, header.varLength ); // copy that to the buffer, following the header
res_man.Res_close(1); // close variables resource
//------------------------------------------------------
// set the checksum & copy that to the buffer (James05aug97)
header.checksum = CalcChecksum((buffer->ad)+sizeof(header.checksum), size-sizeof(header.checksum));
memcpy( buffer->ad, &header.checksum, sizeof(header.checksum) ); // copy the header to the savegame buffer
//------------------------------------------------------
}
//------------------------------------------------------------------------------------
uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize)
{
char saveFileName[MAX_FILENAME_LEN];
FILE *fp;
uint32 itemsWritten;
//create saves directory just in case not there
scumm_mkdir("saves");
sprintf(saveFileName, "saves\\savegame.%.3d", slotNo); // construct filename
fp = fopen(saveFileName, "wb"); // attempt to open file for writing
if (fp==NULL)
{
return(SR_ERR_FILEOPEN); // error: couldn't open file
}
else
{
// itemsWritten = fwrite(sourceAddress, size, count, fp);
itemsWritten = fwrite(buffer, 1, bufferSize, fp); // write the buffer
fclose(fp); // close savegame file
if (itemsWritten == bufferSize) // if we successfully wrote it all
return(SR_OK); // buffer saved ok
else
return(SR_ERR_WRITEFAIL); // write failed for some reason (could be hard drive full)
}
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
// RESTORE GAME
//------------------------------------------------------------------------------------
uint32 RestoreGame(uint16 slotNo) // (James05feb97)
{
mem *saveBufferMem;
uint32 bufferSize;
uint32 errorCode;
//------------------------------------------------------
// allocate the savegame buffer
bufferSize = FindBufferSize();
saveBufferMem = Twalloc( bufferSize, MEM_locked, UID_savegame_buffer );
//------------------------------------------------------
// read the savegame file into our buffer
errorCode = RestoreData( slotNo, saveBufferMem->ad, bufferSize ); // load savegame into buffer
//------------------------------------------------------
// 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
Free_mem( saveBufferMem ); // because RestoreFromBuffer would have freed it
//------------------------------------------------------
return(errorCode); // game restored ok
}
//------------------------------------------------------------------------------------
uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize)
{
char saveFileName[MAX_FILENAME_LEN];
FILE *fp;
uint32 itemsRead;
sprintf(saveFileName, "saves\\savegame.%.3d", slotNo); // construct filename
fp = fopen(saveFileName, "rb"); // attempt to open file for reading
if (fp==NULL)
{
return(SR_ERR_FILEOPEN); // error: couldn't open file
}
else
{
// itemsRead = fread(destAddress, size, count, fp);
itemsRead = fread(buffer, 1, bufferSize, fp); // read savegame into the buffer
if (itemsRead == bufferSize) // if we successfully read it all
{
fclose(fp); // close savegame file
return(SR_OK); // file read ok
}
else // didn't read the expected amount of data for some reason
{
if (ferror(fp)) // if it was a genuine read error, before reaching the end of the file
{
fclose(fp); // close savegame file
return(SR_ERR_READFAIL); // error: read failed
}
else // we reached the end of the file before we filled the savegame buffer (ie. incompatible savegame file!)
{
fclose(fp); // close savegame file
return(SR_ERR_INCOMPATIBLE); // error: incompatible save-data - can't use!
}
}
}
}
//------------------------------------------------------------------------------------
uint32 RestoreFromBuffer(mem *buffer, uint32 size)
{
uint8 *varsRes;
int32 pars[2];
memcpy( &header, buffer->ad, sizeof(header) ); // get a copy of the header from the savegame buffer
//------------------------------------------------------
// Calc checksum & check that aginst the value stored in the header (James05aug97)
if (header.checksum != CalcChecksum((buffer->ad)+sizeof(header.checksum), size-sizeof(header.checksum)))
{
Free_mem( buffer );
return(SR_ERR_INCOMPATIBLE); // error: incompatible save-data - can't use!
}
//------------------------------------------------------
// 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.varLength != res_man.Res_fetch_len(1)) // if header contradicts actual current size of global variables
{
Free_mem( buffer );
return(SR_ERR_INCOMPATIBLE); // error: incompatible save-data - can't use!
}
//----------------------------------
// clean out system
res_man.Kill_all_res(0); // trash all resources from memory except player object & global variables
LLogic.Reset_kill_list(); // clean out the system kill list (no more objects to kill)
//----------------------------------
// get player character data from savegame buffer
// object hub is just after the standard header
memcpy (res_man.Res_open(CUR_PLAYER_ID) + sizeof(_standardHeader), &header.player_hub, sizeof(_object_hub));
res_man.Res_close(CUR_PLAYER_ID);
PutPlayerStructures(); // fill in the 4 essential player object structures from the header
//----------------------------------
// get variables resource from the savegame buffer
varsRes = res_man.Res_open(1); // open variables resource
memcpy( varsRes, buffer->ad + sizeof(header), header.varLength );// copy that to the buffer, following the header
res_man.Res_close(1); // close variables resource
Free_mem( buffer ); // free it now, rather than in RestoreGame, to unblock memory before new screen & runlist loaded
pars[0] = header.screenId;
pars[1] = 1;
FN_init_background(pars);
this_screen.new_palette=99; // (JEL08oct97) so palette not restored immediately after control panel - we want to fade up instead!
this_screen.feet_x = header.feet_x; // these need setting after the defaults get set in FN_init_background
this_screen.feet_y = header.feet_y; // remember that these can change through the game, so need saving & restoring too
LLogic.Express_change_session(header.runListId); // start the new run list
//----------------------------------------------------------------------------
// (James01aug97)
// Force in the new scroll position, so unsightly scroll-catch-up does not occur
// when screen first draws after returning from restore panel
this_screen.player_feet_x = header.mega.feet_x; // set 'this_screen's record of player position
this_screen.player_feet_y = header.mega.feet_y; // - ready for Set_scrolling()
if (this_screen.scroll_flag) // if this screen is wide
Set_scrolling(); // recompute the scroll offsets now,
//----------------------------------------------------------------------------
// Any music required will be started after we've returned from Restore_control()
// - see System_menu() in mouse.cpp!
looping_music_id = header.music_id;
//------------------------------------------------------
//--------------------------------------
// Write to walkthrough file (zebug0.txt)
#ifdef _SWORD2_DEBUG
Zdebug(0,"*************************************");
Zdebug(0,"RESTORED GAME \"%s\"", header.description);
Zdebug(0,"*************************************");
// Also write this to system debug file
Zdebug("*************************************");
Zdebug("RESTORED GAME \"%s\"", header.description);
Zdebug("*************************************");
#endif
//--------------------------------------
return(SR_OK); // game restored ok
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
// GetSaveDescription - PC version...
//------------------------------------------------------------------------------------
uint32 GetSaveDescription(uint16 slotNo, uint8 *description) // (James05feb97)
{
char saveFileName[MAX_FILENAME_LEN];
_savegameHeader dummy;
FILE *fp;
sprintf(saveFileName, "saves\\savegame.%.3d", slotNo); // construct filename
fp = fopen(saveFileName, "rb"); // attempt to open file for reading
if (fp==NULL)
{
return(SR_ERR_FILEOPEN); // error: couldn't open file
}
else
{
// fread(destAddress, size, count, fp);
fread(&dummy, sizeof(_savegameHeader), 1, fp); // read header
fclose(fp);
sprintf((char*)description, dummy.description);
return(SR_OK);
}
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
void GetPlayerStructures(void) // James27feb97
{
// request the player object structures which need saving
uint32 null_pc=7; // script no. 7 - 'george_savedata_request' calls FN_pass_player_savedata
char *raw_script_ad;
_standardHeader *head;
head = (_standardHeader*) res_man.Res_open(CUR_PLAYER_ID);
if (head->fileType!=GAME_OBJECT)
Con_fatal_error("incorrect CUR_PLAYER_ID=%d (%s line %u)",CUR_PLAYER_ID,__FILE__,__LINE__);
raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
RunScript( raw_script_ad, raw_script_ad, &null_pc );
res_man.Res_close(CUR_PLAYER_ID);
}
//------------------------------------------------------------------------------------
void PutPlayerStructures(void) // James27feb97 (updated by James on 29july97)
{
// 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=8; // script no. 8 - 'george_savedata_return' calls FN_get_player_savedata
char *raw_script_ad;
_standardHeader *head;
head = (_standardHeader*) res_man.Res_open(CUR_PLAYER_ID);
if (head->fileType!=GAME_OBJECT)
Con_fatal_error("incorrect CUR_PLAYER_ID=%d (%s line %u)",CUR_PLAYER_ID,__FILE__,__LINE__);
raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
null_pc=8; // script no. 8 - 'george_savedata_return' calls FN_get_player_savedata
RunScript( raw_script_ad, raw_script_ad, &null_pc );
null_pc=14; // script no. 14 - 'set_up_nico_anim_tables'
RunScript( raw_script_ad, raw_script_ad, &null_pc );
switch (header.mega.megaset_res) // which megaset was the player at the time of saving?
{
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;
}
RunScript( raw_script_ad, raw_script_ad, &null_pc );
res_man.Res_close(CUR_PLAYER_ID);
}
//------------------------------------------------------------------------------------
//------------------------------------------------------------------------------------
int32 FN_pass_player_savedata(int32 *params) // James27feb97
{
// 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( &header.logic, (uint8*)params[0], sizeof(Object_logic) );
memcpy( &header.graphic, (uint8*)params[1], sizeof(Object_graphic) );
memcpy( &header.mega, (uint8*)params[2], sizeof(Object_mega) );
return(IR_CONT); //makes no odds
}
//------------------------------------------------------------------------------------
int32 FN_get_player_savedata(int32 *params) // James27feb97
{
// reverse of FN_pass_player_savedata
// - 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
Object_logic *ob_logic = (Object_logic*) params[0];
Object_graphic *ob_graphic = (Object_graphic*) params[1];
Object_mega *ob_mega = (Object_mega*) params[2];
int32 pars[3];
// copy from savegame header to player object
memcpy( (uint8*)ob_logic, &header.logic, sizeof(Object_logic) );
memcpy( (uint8*)ob_graphic, &header.graphic, sizeof(Object_graphic) );
memcpy( (uint8*)ob_mega, &header.mega, sizeof(Object_mega) );
// any walk-data must be cleared - the player will be set to stand if he was walking when saved
if (ob_mega->currently_walking) // if the player was walking when game was saved
{
ob_mega->currently_walking = 0; // clear the flag
ob_mega->colliding = 0; // reset this just in case
pars[0] = (int32)ob_graphic; // pointer to object's graphic structure
pars[1] = (int32)ob_mega; // pointer to object's mega structure
pars[2] = ob_mega->current_dir; // target direction
FN_stand(pars); // set player to stand
ob_logic->looping = 0; // reset looping flag (which would have been '1' during FN_walk)
}
return(IR_CONT); //makes no odds
}
//------------------------------------------------------------------------------------
uint32 CalcChecksum(uint8 *buffer, uint32 size) // (James05aug97)
{
uint32 total=0;
uint32 pos;
for (pos=0; pos<size; pos++)
total += buffer[pos];
return(total);
}