aboutsummaryrefslogtreecommitdiff
path: root/sword2/save_rest.cpp
diff options
context:
space:
mode:
authorJonathan Gray2003-07-28 01:44:38 +0000
committerJonathan Gray2003-07-28 01:44:38 +0000
commitf020d28b5e9297f93d5bedae62885b380c23f517 (patch)
treed6e7dfbfe61bfab365f101cb5b87224cb4ebde71 /sword2/save_rest.cpp
parentd592095fb942e961773e8177056d973eb1cff092 (diff)
downloadscummvm-rg350-f020d28b5e9297f93d5bedae62885b380c23f517.tar.gz
scummvm-rg350-f020d28b5e9297f93d5bedae62885b380c23f517.tar.bz2
scummvm-rg350-f020d28b5e9297f93d5bedae62885b380c23f517.zip
bs2
svn-id: r9211
Diffstat (limited to 'sword2/save_rest.cpp')
-rw-r--r--sword2/save_rest.cpp556
1 files changed, 556 insertions, 0 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
new file mode 100644
index 0000000000..10a374a7a3
--- /dev/null
+++ b/sword2/save_rest.cpp
@@ -0,0 +1,556 @@
+/* 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 "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
+ _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 _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 header;
+ 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(&header, sizeof(header), 1, fp); // read header
+ fclose(fp);
+ sprintf((char*)description, header.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);
+}