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https://github.com/libretro/scummvm.git
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0f85cc3061
besides this way all our engines start with an "s" ;) svn-id: r9301
558 lines
20 KiB
C++
558 lines
20 KiB
C++
/* Copyright (C) 1994-2003 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., 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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//------------------------------------------------------------------------------------
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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 <direct.h> directx?
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#include <stdio.h>
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#include <stdlib.h>
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#include "stdafx.h"
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#include "driver/driver96.h"
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#include "console.h"
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#include "defs.h"
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#include "function.h" // for engine_logic, engine_graph, etc
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#include "interpreter.h" // for IR_CONT, etc
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#include "layers.h"
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#include "logic.h"
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#include "memory.h"
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#include "object.h"
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#include "protocol.h"
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#include "resman.h"
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#include "router.h"
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#include "save_rest.h"
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#include "scroll.h" // for Set_scrolling()
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#include "sound.h"
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#include "walker.h"
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//------------------------------------------------------------------------------------
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#define MAX_FILENAME_LEN 128 // max length of a savegame filename, including full path
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//------------------------------------------------------------------------------------
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// local function prototypes
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void GetPlayerStructures(void); // James27feb97
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void PutPlayerStructures(void); // James27feb97
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uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
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uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
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uint32 CalcChecksum(uint8 *buffer, uint32 size); // James04aug97
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//------------------------------------------------------------------------------------
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typedef struct // savegame file header (James06feb97)
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{
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uint32 checksum; // sum of all bytes in file, excluding this uint32
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char description[SAVE_DESCRIPTION_LEN]; // player's description of savegame
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uint32 varLength; // length of global variables resource
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uint32 screenId; // resource id of screen file
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uint32 runListId; // resource id of run list
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uint32 feet_x; // copy of this_screen.feet_x
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uint32 feet_y; // copy of this_screen.feet_y
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uint32 music_id; // copy of 'looping_music_id'
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_object_hub player_hub; // copy of player object's object_hub structure
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Object_logic logic; // copy of player character logic structure
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Object_graphic graphic; // copy of player character graphic structure
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Object_mega mega; // copy of player character mega structure
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}
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_savegameHeader;
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// savegame consists of header & global variables resource
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_savegameHeader header; // global because easier to copy to/from player object structures
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// SAVE GAME
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//------------------------------------------------------------------------------------
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uint32 SaveGame(uint16 slotNo, uint8 *desc) // (James05feb97)
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{
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mem *saveBufferMem;
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uint32 bufferSize;
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uint32 errorCode;
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//------------------------------------------------------
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// allocate the savegame buffer
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bufferSize = FindBufferSize();
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saveBufferMem = Twalloc( bufferSize, MEM_locked, UID_savegame_buffer );
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FillSaveBuffer(saveBufferMem, bufferSize, desc);
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//------------------------------------------------------
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// save it (platform-specific)
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errorCode = SaveData( slotNo, saveBufferMem->ad, bufferSize ); // save the buffer
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//------------------------------------------------------
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// free the buffer
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Free_mem( saveBufferMem );
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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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uint32 FindBufferSize( void )
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{
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return (sizeof(header) + res_man.Res_fetch_len(1)); // size of savegame header + size of global variables
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}
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//------------------------------------------------------------------------------------
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void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc)
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{
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uint8 *varsRes;
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//------------------------------------------------------
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// set up the header
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// 'checksum' gets filled in last of all
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sprintf(header.description, "%s", (char*)desc); // player's description of savegame
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header.varLength = res_man.Res_fetch_len(1); // length of global variables resource
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header.screenId = this_screen.background_layer_id; // resource id of current screen file
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header.runListId = LLogic.Return_run_list(); // resource id of current run-list
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header.feet_x = this_screen.feet_x; // those scroll position control things
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header.feet_y = this_screen.feet_y; //
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header.music_id = looping_music_id; // id of currently looping music (or zero)
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// object hub
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memcpy (&header.player_hub, res_man.Res_open(CUR_PLAYER_ID) + sizeof(_standardHeader), sizeof(_object_hub));
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res_man.Res_close(CUR_PLAYER_ID);
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// logic, graphic & mega structures
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GetPlayerStructures(); // copy the 4 essential player object structures into the header
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//------------------------------------------------------
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// copy the header to the buffer
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memcpy( buffer->ad, &header, sizeof(header) ); // copy the header to the savegame buffer
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//------------------------------------------------------
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// copy the global variables to the buffer
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varsRes = res_man.Res_open(1); // open variables resource
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memcpy( buffer->ad + sizeof(header), varsRes, header.varLength ); // copy that to the buffer, following the header
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res_man.Res_close(1); // close variables resource
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//------------------------------------------------------
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// set the checksum & copy that to the buffer (James05aug97)
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header.checksum = CalcChecksum((buffer->ad)+sizeof(header.checksum), size-sizeof(header.checksum));
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memcpy( buffer->ad, &header.checksum, sizeof(header.checksum) ); // copy the header to the savegame buffer
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//------------------------------------------------------
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}
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//------------------------------------------------------------------------------------
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uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize)
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{
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char saveFileName[MAX_FILENAME_LEN];
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FILE *fp;
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uint32 itemsWritten;
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//create saves directory just in case not there
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scumm_mkdir("saves");
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sprintf(saveFileName, "saves\\savegame.%.3d", slotNo); // construct filename
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fp = fopen(saveFileName, "wb"); // attempt to open file for writing
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if (fp==NULL)
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{
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return(SR_ERR_FILEOPEN); // error: couldn't open file
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}
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else
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{
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// itemsWritten = fwrite(sourceAddress, size, count, fp);
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itemsWritten = fwrite(buffer, 1, bufferSize, fp); // write the buffer
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fclose(fp); // close savegame file
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if (itemsWritten == bufferSize) // if we successfully wrote it all
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return(SR_OK); // buffer saved ok
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else
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return(SR_ERR_WRITEFAIL); // write failed for some reason (could be hard drive full)
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}
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// RESTORE GAME
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//------------------------------------------------------------------------------------
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uint32 RestoreGame(uint16 slotNo) // (James05feb97)
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{
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mem *saveBufferMem;
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uint32 bufferSize;
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uint32 errorCode;
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//------------------------------------------------------
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// allocate the savegame buffer
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bufferSize = FindBufferSize();
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saveBufferMem = Twalloc( bufferSize, MEM_locked, UID_savegame_buffer );
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//------------------------------------------------------
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// read the savegame file into our buffer
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errorCode = RestoreData( slotNo, saveBufferMem->ad, bufferSize ); // load savegame into buffer
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//------------------------------------------------------
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// if it was read in successfully, then restore the game from the buffer & free the buffer
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if (errorCode == SR_OK)
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{
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errorCode = RestoreFromBuffer(saveBufferMem, bufferSize);
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// Note that the buffer has been freed inside RestoreFromBuffer,
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// in order to clear it from memory before loading in the new screen & runlist
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}
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else
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Free_mem( saveBufferMem ); // because RestoreFromBuffer would have freed it
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//------------------------------------------------------
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return(errorCode); // game restored ok
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}
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//------------------------------------------------------------------------------------
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uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize)
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{
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char saveFileName[MAX_FILENAME_LEN];
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FILE *fp;
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uint32 itemsRead;
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sprintf(saveFileName, "saves\\savegame.%.3d", slotNo); // construct filename
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fp = fopen(saveFileName, "rb"); // attempt to open file for reading
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if (fp==NULL)
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{
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return(SR_ERR_FILEOPEN); // error: couldn't open file
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}
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else
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{
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// itemsRead = fread(destAddress, size, count, fp);
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itemsRead = fread(buffer, 1, bufferSize, fp); // read savegame into the buffer
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if (itemsRead == bufferSize) // if we successfully read it all
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{
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fclose(fp); // close savegame file
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return(SR_OK); // file read ok
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}
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else // didn't read the expected amount of data for some reason
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{
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if (ferror(fp)) // if it was a genuine read error, before reaching the end of the file
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{
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fclose(fp); // close savegame file
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return(SR_ERR_READFAIL); // error: read failed
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}
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else // we reached the end of the file before we filled the savegame buffer (ie. incompatible savegame file!)
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{
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fclose(fp); // close savegame file
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return(SR_ERR_INCOMPATIBLE); // error: incompatible save-data - can't use!
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}
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}
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}
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}
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//------------------------------------------------------------------------------------
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uint32 RestoreFromBuffer(mem *buffer, uint32 size)
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{
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uint8 *varsRes;
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int32 pars[2];
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memcpy( &header, buffer->ad, sizeof(header) ); // get a copy of the header from the savegame buffer
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//------------------------------------------------------
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// Calc checksum & check that aginst the value stored in the header (James05aug97)
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if (header.checksum != CalcChecksum((buffer->ad)+sizeof(header.checksum), size-sizeof(header.checksum)))
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{
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Free_mem( buffer );
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return(SR_ERR_INCOMPATIBLE); // error: incompatible save-data - can't use!
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}
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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, but it doesn't do any harm to check this as well
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// Note that during development, earlier savegames will often be shorter than the current expected length
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if (header.varLength != res_man.Res_fetch_len(1)) // if header contradicts actual current size of global variables
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{
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Free_mem( buffer );
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return(SR_ERR_INCOMPATIBLE); // error: incompatible save-data - can't use!
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}
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//----------------------------------
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// clean out system
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res_man.Kill_all_res(0); // trash all resources from memory except player object & global variables
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LLogic.Reset_kill_list(); // clean out the system kill list (no more objects to kill)
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//----------------------------------
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// get player character data from savegame buffer
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// object hub is just after the standard header
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memcpy (res_man.Res_open(CUR_PLAYER_ID) + sizeof(_standardHeader), &header.player_hub, sizeof(_object_hub));
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res_man.Res_close(CUR_PLAYER_ID);
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PutPlayerStructures(); // fill in the 4 essential player object structures from the header
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//----------------------------------
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// get variables resource from the savegame buffer
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varsRes = res_man.Res_open(1); // open variables resource
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memcpy( varsRes, buffer->ad + sizeof(header), header.varLength );// copy that to the buffer, following the header
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res_man.Res_close(1); // close variables resource
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Free_mem( buffer ); // free it now, rather than in RestoreGame, to unblock memory before new screen & runlist loaded
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pars[0] = header.screenId;
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pars[1] = 1;
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FN_init_background(pars);
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this_screen.new_palette=99; // (JEL08oct97) so palette not restored immediately after control panel - we want to fade up instead!
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this_screen.feet_x = header.feet_x; // these need setting after the defaults get set in FN_init_background
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this_screen.feet_y = header.feet_y; // remember that these can change through the game, so need saving & restoring too
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LLogic.Express_change_session(header.runListId); // start the new run list
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//----------------------------------------------------------------------------
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// (James01aug97)
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// Force in the new scroll position, so unsightly scroll-catch-up does not occur
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// when screen first draws after returning from restore panel
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this_screen.player_feet_x = header.mega.feet_x; // set 'this_screen's record of player position
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this_screen.player_feet_y = header.mega.feet_y; // - ready for Set_scrolling()
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if (this_screen.scroll_flag) // if this screen is wide
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Set_scrolling(); // recompute the scroll offsets now,
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//----------------------------------------------------------------------------
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// Any music required will be started after we've returned from Restore_control()
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// - see System_menu() in mouse.cpp!
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looping_music_id = header.music_id;
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//------------------------------------------------------
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//--------------------------------------
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// Write to walkthrough file (zebug0.txt)
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#ifdef _SWORD2_DEBUG
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Zdebug(0,"*************************************");
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Zdebug(0,"RESTORED GAME \"%s\"", header.description);
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Zdebug(0,"*************************************");
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// Also write this to system debug file
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Zdebug("*************************************");
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Zdebug("RESTORED GAME \"%s\"", header.description);
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Zdebug("*************************************");
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#endif
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//--------------------------------------
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return(SR_OK); // game restored ok
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// GetSaveDescription - PC version...
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//------------------------------------------------------------------------------------
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uint32 GetSaveDescription(uint16 slotNo, uint8 *description) // (James05feb97)
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{
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char saveFileName[MAX_FILENAME_LEN];
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_savegameHeader dummy;
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FILE *fp;
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sprintf(saveFileName, "saves\\savegame.%.3d", slotNo); // construct filename
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fp = fopen(saveFileName, "rb"); // attempt to open file for reading
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if (fp==NULL)
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{
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return(SR_ERR_FILEOPEN); // error: couldn't open file
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}
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else
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{
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// fread(destAddress, size, count, fp);
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fread(&dummy, sizeof(_savegameHeader), 1, fp); // read header
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fclose(fp);
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sprintf((char*)description, dummy.description);
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return(SR_OK);
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}
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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void GetPlayerStructures(void) // James27feb97
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{
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// request the player object structures which need saving
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uint32 null_pc=7; // script no. 7 - 'george_savedata_request' calls FN_pass_player_savedata
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char *raw_script_ad;
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_standardHeader *head;
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head = (_standardHeader*) res_man.Res_open(CUR_PLAYER_ID);
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if (head->fileType!=GAME_OBJECT)
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Con_fatal_error("incorrect CUR_PLAYER_ID=%d (%s line %u)",CUR_PLAYER_ID,__FILE__,__LINE__);
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raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
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RunScript( raw_script_ad, raw_script_ad, &null_pc );
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res_man.Res_close(CUR_PLAYER_ID);
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}
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//------------------------------------------------------------------------------------
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void PutPlayerStructures(void) // James27feb97 (updated by James on 29july97)
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{
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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 & walkdata, and nico's anim tables
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uint32 null_pc=8; // script no. 8 - 'george_savedata_return' calls FN_get_player_savedata
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char *raw_script_ad;
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_standardHeader *head;
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head = (_standardHeader*) res_man.Res_open(CUR_PLAYER_ID);
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if (head->fileType!=GAME_OBJECT)
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Con_fatal_error("incorrect CUR_PLAYER_ID=%d (%s line %u)",CUR_PLAYER_ID,__FILE__,__LINE__);
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raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data
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null_pc=8; // script no. 8 - 'george_savedata_return' calls FN_get_player_savedata
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RunScript( raw_script_ad, raw_script_ad, &null_pc );
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null_pc=14; // script no. 14 - 'set_up_nico_anim_tables'
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RunScript( raw_script_ad, raw_script_ad, &null_pc );
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switch (header.mega.megaset_res) // which megaset was the player at the time of saving?
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{
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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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RunScript( raw_script_ad, raw_script_ad, &null_pc );
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res_man.Res_close(CUR_PLAYER_ID);
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}
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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int32 FN_pass_player_savedata(int32 *params) // James27feb97
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{
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// copies the 4 essential player structures into the savegame header
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// - run script 7 of player object to request this
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// remember, we cannot simply read a compact any longer but instead must request it from the object itself
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// params: 0 pointer to object's logic structure
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// 1 pointer to object's graphic structure
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// 2 pointer to object's mega structure
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// copy from player object to savegame header
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memcpy( &header.logic, (uint8*)params[0], sizeof(Object_logic) );
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memcpy( &header.graphic, (uint8*)params[1], sizeof(Object_graphic) );
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memcpy( &header.mega, (uint8*)params[2], sizeof(Object_mega) );
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return(IR_CONT); //makes no odds
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}
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//------------------------------------------------------------------------------------
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int32 FN_get_player_savedata(int32 *params) // James27feb97
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{
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// reverse of FN_pass_player_savedata
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// - run script 8 of player object
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// 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);
|
|
}
|