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authorTorbjörn Andersson2003-11-03 07:47:42 +0000
committerTorbjörn Andersson2003-11-03 07:47:42 +0000
commitb3b0118292df23a5d4bf0e9b32a56fb4ddfba1ea (patch)
treedf5851f12ebb885d05db421078980e122698243e /sword2/save_rest.cpp
parent0ece8aab8b03e0aead5f18e33797ec85294bf158 (diff)
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The resource and memory managers are now created dynamically.
Renamed the resource manager's open/close methods openResource() and closeResource() to avoid confusion. (It was I who originally shortened their names to open() and close(), but I've changed my mind now.) Moved more stuff into Sword2Engine. svn-id: r11088
Diffstat (limited to 'sword2/save_rest.cpp')
-rw-r--r--sword2/save_rest.cpp208
1 files changed, 86 insertions, 122 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
index 8cd6575826..0e954622ed 100644
--- a/sword2/save_rest.cpp
+++ b/sword2/save_rest.cpp
@@ -50,43 +50,8 @@ namespace Sword2 {
// max length of a savegame filename, including full path
#define MAX_FILENAME_LEN 128
-static void GetPlayerStructures(void);
-static void PutPlayerStructures(void);
-
-static uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
-static uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize);
-
-static uint32 CalcChecksum(uint8 *buffer, uint32 size);
-
-// savegame file header
-
-typedef struct {
- // sum of all bytes in file, excluding this uint32
- uint32 checksum;
-
- // player's description of savegame
- char description[SAVE_DESCRIPTION_LEN];
-
- 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 _thisScreen.feet_x
- uint32 feet_y; // copy of _thisScreen.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
-
- // copy of player character graphic structure
- Object_graphic graphic;
-
- Object_mega mega; // copy of player character mega structure
-} _savegameHeader;
-
// savegame consists of header & global variables resource
-// global because easier to copy to/from player object structures
-static _savegameHeader g_header;
-
#ifdef SCUMM_BIG_ENDIAN
// Quick macro to make swapping in-place easier to write
#define SWAP32(x) x = SWAP_BYTES_32(x)
@@ -135,70 +100,70 @@ static void convertHeaderEndian(_savegameHeader &header) {
// SAVE GAME
-uint32 SaveGame(uint16 slotNo, uint8 *desc) {
+uint32 Sword2Engine::saveGame(uint16 slotNo, uint8 *desc) {
mem *saveBufferMem;
uint32 bufferSize;
uint32 errorCode;
// allocate the savegame buffer
- bufferSize = FindBufferSize();
- saveBufferMem = memory.allocMemory(bufferSize, MEM_locked, UID_savegame_buffer);
+ bufferSize = findBufferSize();
+ saveBufferMem = memory->allocMemory(bufferSize, MEM_locked, UID_savegame_buffer);
- FillSaveBuffer(saveBufferMem, bufferSize, desc);
+ fillSaveBuffer(saveBufferMem, bufferSize, desc);
// save it (hopefully no longer platform-specific)
// save the buffer
- errorCode = SaveData(slotNo, saveBufferMem->ad, bufferSize);
+ errorCode = saveData(slotNo, saveBufferMem->ad, bufferSize);
// free the buffer
- memory.freeMemory(saveBufferMem);
+ memory->freeMemory(saveBufferMem);
return errorCode;
}
// calculate size of required savegame buffer
-uint32 FindBufferSize(void) {
+uint32 Sword2Engine::findBufferSize(void) {
// size of savegame header + size of global variables
- return sizeof(g_header) + res_man.fetchLen(1);
+ return sizeof(g_header) + res_man->fetchLen(1);
}
-void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
- uint8 *varsRes;
+void Sword2Engine::fillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
+ uint8 *varsRes;
// set up the g_header
// 'checksum' gets filled in last of all
// player's description of savegame
- sprintf(g_header.description, "%s", (char*) desc);
+ strcpy(g_header.description, (char *) desc);
// length of global variables resource
- g_header.varLength = res_man.fetchLen(1);
+ g_header.varLength = res_man->fetchLen(1);
// resource id of current screen file
- g_header.screenId = g_sword2->_thisScreen.background_layer_id;
+ g_header.screenId = _thisScreen.background_layer_id;
// resource id of current run-list
g_header.runListId = g_logic.getRunList();
// those scroll position control things
- g_header.feet_x = g_sword2->_thisScreen.feet_x;
- g_header.feet_y = g_sword2->_thisScreen.feet_y;
+ g_header.feet_x = _thisScreen.feet_x;
+ g_header.feet_y = _thisScreen.feet_y;
// id of currently looping music (or zero)
- g_header.music_id = looping_music_id;
+ g_header.music_id = _loopingMusicId;
// object hub
- memcpy(&g_header.player_hub, res_man.open(CUR_PLAYER_ID) + sizeof(_standardHeader), sizeof(_object_hub));
- res_man.close(CUR_PLAYER_ID);
+ memcpy(&g_header.player_hub, res_man->openResource(CUR_PLAYER_ID) + sizeof(_standardHeader), sizeof(_object_hub));
+ res_man->closeResource(CUR_PLAYER_ID);
// logic, graphic & mega structures
// copy the 4 essential player object structures into the header
- GetPlayerStructures();
+ getPlayerStructures();
// copy the header to the buffer
@@ -212,7 +177,7 @@ void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
// copy the global variables to the buffer
// open variables resource
- varsRes = res_man.open(1);
+ varsRes = res_man->openResource(1);
// copy that to the buffer, following the header
memcpy(buffer->ad + sizeof(g_header), varsRes, FROM_LE_32(g_header.varLength));
@@ -226,24 +191,24 @@ void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) {
#endif
// close variables resource
- res_man.close(1);
+ res_man->closeResource(1);
- // set the checksum & copy that to the buffer (James05aug97)
+ // set the checksum & copy that to the buffer
- g_header.checksum = TO_LE_32(CalcChecksum((buffer->ad) + sizeof(g_header.checksum), size - sizeof(g_header.checksum)));
+ g_header.checksum = TO_LE_32(calcChecksum((buffer->ad) + sizeof(g_header.checksum), size - sizeof(g_header.checksum)));
memcpy(buffer->ad, &g_header.checksum, sizeof(g_header.checksum));
}
-uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
+uint32 Sword2Engine::saveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
char saveFileName[MAX_FILENAME_LEN];
uint32 itemsWritten;
SaveFile *out;
SaveFileManager *mgr = g_system->get_savefile_manager();
// construct filename
- sprintf(saveFileName, "%s.%.3d", g_sword2->_targetName, slotNo);
+ sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
- if (!(out = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), true))) {
+ if (!(out = mgr->open_savefile(saveFileName, getSavePath(), true))) {
// error: couldn't open file
delete mgr;
return SR_ERR_FILEOPEN;
@@ -265,48 +230,48 @@ uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
// RESTORE GAME
-uint32 RestoreGame(uint16 slotNo) {
+uint32 Sword2Engine::restoreGame(uint16 slotNo) {
mem *saveBufferMem;
uint32 bufferSize;
uint32 errorCode;
// allocate the savegame buffer
- bufferSize = FindBufferSize();
- saveBufferMem = memory.allocMemory(bufferSize, MEM_locked, UID_savegame_buffer);
+ bufferSize = findBufferSize();
+ saveBufferMem = memory->allocMemory(bufferSize, MEM_locked, UID_savegame_buffer);
// read the savegame file into our buffer
// load savegame into buffer
- errorCode = RestoreData(slotNo, saveBufferMem->ad, bufferSize);
+ 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);
+ errorCode = restoreFromBuffer(saveBufferMem, bufferSize);
// Note that the buffer has been freed inside
- // RestoreFromBuffer, in order to clear it from memory before
+ // 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);
+ // because restoreFromBuffer would have freed it
+ memory->freeMemory(saveBufferMem);
}
return errorCode;
}
-uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
+uint32 Sword2Engine::restoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
char saveFileName[MAX_FILENAME_LEN];
SaveFile *in;
SaveFileManager *mgr = g_system->get_savefile_manager();
uint32 itemsRead;
// construct filename
- sprintf(saveFileName, "%s.%.3d", g_sword2->_targetName, slotNo);
+ sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
- if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) {
+ if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
// error: couldn't open file
delete mgr;
return SR_ERR_FILEOPEN;
@@ -339,7 +304,7 @@ uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) {
}
}
-uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
+uint32 Sword2Engine::restoreFromBuffer(mem *buffer, uint32 size) {
uint8 *varsRes;
int32 pars[2];
@@ -351,10 +316,9 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
#endif
// Calc checksum & check that aginst the value stored in the header
- // (James05aug97)
- if (g_header.checksum != CalcChecksum(buffer->ad + sizeof(g_header.checksum), size - sizeof(g_header.checksum))) {
- memory.freeMemory(buffer);
+ if (g_header.checksum != calcChecksum(buffer->ad + sizeof(g_header.checksum), size - sizeof(g_header.checksum))) {
+ memory->freeMemory(buffer);
// error: incompatible save-data - can't use!
return SR_ERR_INCOMPATIBLE;
@@ -368,8 +332,8 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
// shorter than the current expected length
// if header contradicts actual current size of global variables
- if (g_header.varLength != res_man.fetchLen(1)) {
- memory.freeMemory(buffer);
+ if (g_header.varLength != res_man->fetchLen(1)) {
+ memory->freeMemory(buffer);
// error: incompatible save-data - can't use!
return SR_ERR_INCOMPATIBLE;
@@ -379,7 +343,7 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
// trash all resources from memory except player object & global
// variables
- res_man.killAll(false);
+ res_man->killAll(false);
// clean out the system kill list (no more objects to kill)
g_logic.resetKillList();
@@ -387,17 +351,17 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
// get player character data from savegame buffer
// object hub is just after the standard header
- memcpy(res_man.open(CUR_PLAYER_ID) + sizeof(_standardHeader), &g_header.player_hub, sizeof(_object_hub));
+ memcpy(res_man->openResource(CUR_PLAYER_ID) + sizeof(_standardHeader), &g_header.player_hub, sizeof(_object_hub));
- res_man.close(CUR_PLAYER_ID);
+ res_man->closeResource(CUR_PLAYER_ID);
// fill in the 4 essential player object structures from the header
- PutPlayerStructures();
+ putPlayerStructures();
// get variables resource from the savegame buffer
// open variables resource
- varsRes = res_man.open(1);
+ varsRes = res_man->openResource(1);
// copy that to the buffer, following the header
memcpy(varsRes, buffer->ad + sizeof(g_header), g_header.varLength );
@@ -411,11 +375,11 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
#endif
// close variables resource
- res_man.close(1);
+ res_man->closeResource(1);
// free it now, rather than in RestoreGame, to unblock memory before
// new screen & runlist loaded
- memory.freeMemory(buffer);
+ memory->freeMemory(buffer);
pars[0] = g_header.screenId;
pars[1] = 1;
@@ -423,13 +387,13 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
// So palette not restored immediately after control panel - we want to
// fade up instead!
- g_sword2->_thisScreen.new_palette = 99;
+ _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
- g_sword2->_thisScreen.feet_x = g_header.feet_x;
- g_sword2->_thisScreen.feet_y = g_header.feet_y;
+ _thisScreen.feet_x = g_header.feet_x;
+ _thisScreen.feet_y = g_header.feet_y;
// start the new run list
g_logic.expressChangeSession(g_header.runListId);
@@ -438,19 +402,19 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
// not occur when screen first draws after returning from restore panel
// set '_thisScreen's record of player position
- // - ready for Set_scrolling()
+ // - ready for setScrolling()
- g_sword2->_thisScreen.player_feet_x = g_header.mega.feet_x;
- g_sword2->_thisScreen.player_feet_y = g_header.mega.feet_y;
+ _thisScreen.player_feet_x = g_header.mega.feet_x;
+ _thisScreen.player_feet_y = g_header.mega.feet_y;
// if this screen is wide, recompute the scroll offsets now
- if (g_sword2->_thisScreen.scroll_flag)
- Set_scrolling();
+ if (_thisScreen.scroll_flag)
+ setScrolling();
// Any music required will be started after we've returned from
// Restore_control() - see System_menu() in mouse.cpp!
- looping_music_id = g_header.music_id;
+ _loopingMusicId = g_header.music_id;
// Write to walkthrough file (zebug0.txt)
@@ -462,16 +426,16 @@ uint32 RestoreFromBuffer(mem *buffer, uint32 size) {
// GetSaveDescription - PC version...
-uint32 GetSaveDescription(uint16 slotNo, uint8 *description) {
+uint32 Sword2Engine::getSaveDescription(uint16 slotNo, uint8 *description) {
char saveFileName[MAX_FILENAME_LEN];
_savegameHeader dummy;
SaveFile *in;
SaveFileManager *mgr = g_system->get_savefile_manager();
// construct filename
- sprintf(saveFileName, "%s.%.3d", g_sword2->_targetName, slotNo);
+ sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
- if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) {
+ if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
// error: couldn't open file
delete mgr;
return SR_ERR_FILEOPEN;
@@ -482,19 +446,19 @@ uint32 GetSaveDescription(uint16 slotNo, uint8 *description) {
delete in;
delete mgr;
- sprintf((char*) description, dummy.description);
+ strcpy((char *) description, dummy.description);
return SR_OK;
}
-bool SaveExists(uint16 slotNo) {
+bool Sword2Engine::saveExists(uint16 slotNo) {
char saveFileName[MAX_FILENAME_LEN];
SaveFileManager *mgr = g_system->get_savefile_manager();
SaveFile *in;
// construct filename
- sprintf(saveFileName, "%s.%.3d", g_sword2->_targetName, slotNo);
+ sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
- if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) {
+ if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
delete mgr;
return false;
}
@@ -505,7 +469,7 @@ bool SaveExists(uint16 slotNo) {
return true;
}
-void GetPlayerStructures(void) {
+void Sword2Engine::getPlayerStructures(void) {
// request the player object structures which need saving
// script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
@@ -514,17 +478,17 @@ void GetPlayerStructures(void) {
char *raw_script_ad;
_standardHeader *head;
- head = (_standardHeader*) res_man.open(CUR_PLAYER_ID);
+ head = (_standardHeader*) res_man->openResource(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
raw_script_ad = (char *) head;
g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc);
- res_man.close(CUR_PLAYER_ID);
+ res_man->closeResource(CUR_PLAYER_ID);
}
-void PutPlayerStructures(void) {
+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
@@ -533,7 +497,7 @@ void PutPlayerStructures(void) {
char *raw_script_ad;
_standardHeader *head;
- head = (_standardHeader*) res_man.open(CUR_PLAYER_ID);
+ head = (_standardHeader*) res_man->openResource(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
@@ -571,7 +535,16 @@ void PutPlayerStructures(void) {
}
g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc);
- res_man.close(CUR_PLAYER_ID);
+ res_man->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) {
@@ -587,9 +560,9 @@ int32 Logic::fnPassPlayerSaveData(int32 *params) {
// copy from player object to savegame header
- memcpy(&g_header.logic, (uint8 *) params[0], sizeof(Object_logic));
- memcpy(&g_header.graphic, (uint8 *) params[1], sizeof(Object_graphic));
- memcpy(&g_header.mega, (uint8 *) params[2], sizeof(Object_mega));
+ memcpy(&g_sword2->g_header.logic, (uint8 *) params[0], sizeof(Object_logic));
+ memcpy(&g_sword2->g_header.graphic, (uint8 *) params[1], sizeof(Object_graphic));
+ memcpy(&g_sword2->g_header.mega, (uint8 *) params[2], sizeof(Object_mega));
// makes no odds
return IR_CONT;
@@ -611,9 +584,9 @@ int32 Logic::fnGetPlayerSaveData(int32 *params) {
// copy from savegame header to player object
- memcpy((uint8 *) ob_logic, &g_header.logic, sizeof(Object_logic));
- memcpy((uint8 *) ob_graphic, &g_header.graphic, sizeof(Object_graphic));
- memcpy((uint8 *) ob_mega, &g_header.mega, sizeof(Object_mega));
+ memcpy((uint8 *) ob_logic, &g_sword2->g_header.logic, sizeof(Object_logic));
+ memcpy((uint8 *) ob_graphic, &g_sword2->g_header.graphic, sizeof(Object_graphic));
+ memcpy((uint8 *) ob_mega, &g_sword2->g_header.mega, sizeof(Object_mega));
// any walk-data must be cleared - the player will be set to stand if
// he was walking when saved
@@ -643,13 +616,4 @@ int32 Logic::fnGetPlayerSaveData(int32 *params) {
return IR_CONT;
}
-uint32 CalcChecksum(uint8 *buffer, uint32 size) {
- uint32 total = 0;
-
- for (uint32 pos = 0; pos < size; pos++)
- total += buffer[pos];
-
- return total;
-}
-
} // End of namespace Sword2