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author | Jonathan Gray | 2003-07-28 01:44:38 +0000 |
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committer | Jonathan Gray | 2003-07-28 01:44:38 +0000 |
commit | f020d28b5e9297f93d5bedae62885b380c23f517 (patch) | |
tree | d6e7dfbfe61bfab365f101cb5b87224cb4ebde71 /sword2/save_rest.cpp | |
parent | d592095fb942e961773e8177056d973eb1cff092 (diff) | |
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bs2
svn-id: r9211
Diffstat (limited to 'sword2/save_rest.cpp')
-rw-r--r-- | sword2/save_rest.cpp | 556 |
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); +} |