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authorTorbjörn Andersson2004-04-26 07:37:25 +0000
committerTorbjörn Andersson2004-04-26 07:37:25 +0000
commit0fcd887dcd38109688c8f7e07bf366430507fa3b (patch)
tree1541e6d72b0493d44f6ceca89b1876e5ccc23d0a /sword2
parentd2aa9b91b5d9ec5a231f44c56558b0e70c244861 (diff)
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Cleanup. Mostly removal of redundant comments.
I've also made the SaveGameHeader struct packed, which may break savegame compatibility on some architectures (though not on the Linux and Windows boxes I've tried it on). But I'm hoping it will guarantee, or at least make it more likely, that savegames will be portable across architectures. svn-id: r13634
Diffstat (limited to 'sword2')
-rw-r--r--sword2/save_rest.cpp355
-rw-r--r--sword2/sword2.h16
2 files changed, 147 insertions, 224 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
index c65825db2c..02453cc1a9 100644
--- a/sword2/save_rest.cpp
+++ b/sword2/save_rest.cpp
@@ -35,18 +35,16 @@
namespace Sword2 {
-// max length of a savegame filename, including full path
-#define MAX_FILENAME_LEN 128
+// A savegame consists of a header and the global variables
-// savegame consists of header & global variables resource
+// Max length of a savegame filename, including full path
+#define MAX_FILENAME_LEN 128
#ifdef SCUMM_BIG_ENDIAN
// Quick macro to make swapping in-place easier to write
#define SWAP32(x) x = SWAP_BYTES_32(x)
static void convertHeaderEndian(Sword2Engine::SaveGameHeader &header) {
- int i;
-
// SaveGameHeader
SWAP32(header.checksum);
SWAP32(header.varLength);
@@ -59,7 +57,7 @@ static void convertHeaderEndian(Sword2Engine::SaveGameHeader &header) {
// ObjectHub
SWAP32(header.player_hub.type);
SWAP32(header.player_hub.logic_level);
- for (i = 0; i < TREE_SIZE; i++) {
+ for (int i = 0; i < TREE_SIZE; i++) {
SWAP32(header.player_hub.logic[i]);
SWAP32(header.player_hub.script_id[i]);
SWAP32(header.player_hub.script_pc[i]);
@@ -86,88 +84,56 @@ static void convertHeaderEndian(Sword2Engine::SaveGameHeader &header) {
}
#endif
-// SAVE GAME
+/**
+ * Save the game.
+ */
uint32 Sword2Engine::saveGame(uint16 slotNo, byte *desc) {
- byte *saveBufferMem;
- uint32 bufferSize;
- uint32 errorCode;
-
- // allocate the savegame buffer
-
- bufferSize = findBufferSize();
- saveBufferMem = (byte *) malloc(bufferSize);
+ uint32 bufferSize = findBufferSize();
+ byte *saveBufferMem = (byte *) malloc(bufferSize);
fillSaveBuffer(saveBufferMem, bufferSize, desc);
- // save it (hopefully no longer platform-specific)
-
- // save the buffer
- errorCode = saveData(slotNo, saveBufferMem, bufferSize);
-
- // free the buffer
+ uint32 errorCode = saveData(slotNo, saveBufferMem, bufferSize);
free(saveBufferMem);
-
return errorCode;
}
-// calculate size of required savegame buffer
+/**
+ * Calculate size of required savegame buffer
+ */
uint32 Sword2Engine::findBufferSize(void) {
- // size of savegame header + size of global variables
+ // Size of savegame header + size of global variables
return sizeof(_saveGameHeader) + _resman->fetchLen(1);
}
void Sword2Engine::fillSaveBuffer(byte *buffer, uint32 size, byte *desc) {
- byte *varsRes;
+ // Set up the _saveGameHeader. Checksum gets filled in last of all.
- // set up the _saveGameHeader
-
- // 'checksum' gets filled in last of all
-
- // player's description of savegame
strcpy(_saveGameHeader.description, (char *) desc);
-
- // length of global variables resource
_saveGameHeader.varLength = _resman->fetchLen(1);
-
- // resource id of current screen file
_saveGameHeader.screenId = _thisScreen.background_layer_id;
-
- // resource id of current run-list
_saveGameHeader.runListId = _logic->getRunList();
-
- // those scroll position control things
_saveGameHeader.feet_x = _thisScreen.feet_x;
_saveGameHeader.feet_y = _thisScreen.feet_y;
-
- // id of currently looping music (or zero)
_saveGameHeader.music_id = _loopingMusicId;
- // object hub
memcpy(&_saveGameHeader.player_hub, _resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), sizeof(ObjectHub));
+
_resman->closeResource(CUR_PLAYER_ID);
- // logic, graphic & mega structures
- // copy the 4 essential player object structures into the header
+ // Get the logic, graphic and mega structures
getPlayerStructures();
- // copy the header to the buffer
-
#ifdef SCUMM_BIG_ENDIAN
convertHeaderEndian(_saveGameHeader);
#endif
- // copy the header to the savegame buffer
- memcpy(buffer, &_saveGameHeader, sizeof(_saveGameHeader));
-
- // copy the global variables to the buffer
-
- // open variables resource
- varsRes = _resman->openResource(1);
+ // Get the global variables
- // copy that to the buffer, following the header
+ byte *varsRes = _resman->openResource(1);
memcpy(buffer + sizeof(_saveGameHeader), varsRes, FROM_LE_32(_saveGameHeader.varLength));
#ifdef SCUMM_BIG_ENDIAN
@@ -178,74 +144,61 @@ void Sword2Engine::fillSaveBuffer(byte *buffer, uint32 size, byte *desc) {
globalVars[i] = SWAP_BYTES_32(globalVars[i]);
#endif
- // close variables resource
_resman->closeResource(1);
- // set the checksum & copy that to the buffer
+ // Finally, get the checksum
_saveGameHeader.checksum = TO_LE_32(calcChecksum(buffer + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum)));
- memcpy(buffer, &_saveGameHeader.checksum, sizeof(_saveGameHeader.checksum));
+
+
+ // All done
+
+ memcpy(buffer, &_saveGameHeader, sizeof(_saveGameHeader));
}
uint32 Sword2Engine::saveData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
char saveFileName[MAX_FILENAME_LEN];
- uint32 itemsWritten;
- SaveFile *out;
- SaveFileManager *mgr = _system->get_savefile_manager();
- // construct filename
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
-
+
+ SaveFileManager *mgr = _system->get_savefile_manager();
+ SaveFile *out;
+
if (!(out = mgr->open_savefile(saveFileName, getSavePath(), true))) {
- // error: couldn't open file
delete mgr;
return SR_ERR_FILEOPEN;
}
- // write the buffer
- itemsWritten = out->write(buffer, bufferSize);
+ uint32 itemsWritten = out->write(buffer, bufferSize);
delete out;
delete mgr;
- // if we successfully wrote it all, then everything's ok
if (itemsWritten == bufferSize)
return SR_OK;
- // write failed for some reason (could be hard drive full)
return SR_ERR_WRITEFAIL;
}
-// RESTORE GAME
+/**
+ * Restore the game.
+ */
uint32 Sword2Engine::restoreGame(uint16 slotNo) {
- byte *saveBufferMem;
- uint32 bufferSize;
- uint32 errorCode;
-
- // allocate the savegame buffer
-
- bufferSize = findBufferSize();
- saveBufferMem = (byte *) malloc(bufferSize);
-
- // read the savegame file into our buffer
+ uint32 bufferSize = findBufferSize();
+ byte *saveBufferMem = (byte *) malloc(bufferSize);
- // load savegame into buffer
- errorCode = restoreData(slotNo, saveBufferMem, bufferSize);
+ uint32 errorCode = restoreData(slotNo, saveBufferMem, bufferSize);
- // if it was read in successfully, then restore the game from the
- // buffer & free the buffer
+ // If it was read in successfully, then restore the game from the
+ // buffer & free the buffer. Note that restoreFromBuffer() frees the
+ // buffer in order to clear it from memory before loading in the new
+ // screen and runlist, so we only need to free it in case of failure.
- if (errorCode == SR_OK) {
+ 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 {
- // because restoreFromBuffer would have freed it
+ else
free(saveBufferMem);
- }
// Force the game engine to pick a cursor. This appears to be needed
// when using the -x command-line option to restore a game.
@@ -255,51 +208,38 @@ uint32 Sword2Engine::restoreGame(uint16 slotNo) {
uint32 Sword2Engine::restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
char saveFileName[MAX_FILENAME_LEN];
- SaveFile *in;
- SaveFileManager *mgr = _system->get_savefile_manager();
- uint32 itemsRead;
- // construct filename
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
+ SaveFileManager *mgr = _system->get_savefile_manager();
+ SaveFile *in;
+
if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
// error: couldn't open file
delete mgr;
return SR_ERR_FILEOPEN;
}
- // read savegame into the buffer
- itemsRead = in->read(buffer, bufferSize);
+ // Read savegame into the buffer
+ uint32 itemsRead = in->read(buffer, bufferSize);
- if (itemsRead == bufferSize) {
- // We successfully read it all
- delete in;
- delete mgr;
- return SR_OK;
- } else {
- // We didn't get all of it.
-
-/*
- // There is no ioFailed() function in SaveFile yet, I think.
- if (in->ioFailed()) {
- delete in;
- delete mgr;
- return SR_ERR_READFAIL;
- }
-*/
+ delete in;
+ delete mgr;
+
+ if (itemsRead != bufferSize) {
+ // We didn't get all of it. At the moment we have no way of
+ // knowing why, so assume that it's an incompatible savegame.
delete in;
delete mgr;
- // error: incompatible save-data - can't use!
return SR_ERR_INCOMPATIBLE;
}
+
+ return SR_OK;
}
uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
- byte *varsRes;
- int32 pars[2];
-
- // get a copy of the header from the savegame buffer
+ // Get a copy of the header from the savegame buffer
memcpy(&_saveGameHeader, buffer, sizeof(_saveGameHeader));
#ifdef SCUMM_BIG_ENDIAN
@@ -310,51 +250,40 @@ uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
if (_saveGameHeader.checksum != calcChecksum(buffer + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum))) {
free(buffer);
-
- // error: incompatible save-data - can't use!
return SR_ERR_INCOMPATIBLE;
}
- // check savegame against length of current global variables resource
+ // 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
+ // 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
+ // Historical note: During development, earlier savegames would often
+ // be shorter than the current expected length.
- // if header contradicts actual current size of global variables
if (_saveGameHeader.varLength != _resman->fetchLen(1)) {
free(buffer);
-
- // error: incompatible save-data - can't use!
return SR_ERR_INCOMPATIBLE;
}
- // clean out system
+ // Clean out system
- // trash all resources from memory except player object & global
- // variables
+ // Trash all resources from memory except player object & global vars
_resman->killAll(false);
- // clean out the system kill list (no more objects to kill)
+ // Clean out the system kill list (no more objects to kill)
_logic->resetKillList();
- // get player character data from savegame buffer
-
- // object hub is just after the standard header
+ // Object hub is just after the standard header
memcpy(_resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), &_saveGameHeader.player_hub, sizeof(ObjectHub));
_resman->closeResource(CUR_PLAYER_ID);
- // fill in the 4 essential player object structures from the header
+ // Fill in the player object structures from the header
putPlayerStructures();
- // get variables resource from the savegame buffer
-
- // open variables resource
- varsRes = _resman->openResource(1);
+ // Copy variables from savegame buffer to memory
+ byte *varsRes = _resman->openResource(1);
- // copy that to the buffer, following the header
memcpy(varsRes, buffer + sizeof(_saveGameHeader), _saveGameHeader.varLength);
#ifdef SCUMM_BIG_ENDIAN
@@ -365,13 +294,14 @@ uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
globalVars[i] = SWAP_BYTES_32(globalVars[i]);
#endif
- // close variables resource
_resman->closeResource(1);
- // free it now, rather than in RestoreGame, to unblock memory before
+ // Free it now, rather than in RestoreGame, to unblock memory before
// new screen & runlist loaded
free(buffer);
+ int32 pars[2];
+
pars[0] = _saveGameHeader.screenId;
pars[1] = 1;
_logic->fnInitBackground(pars);
@@ -380,13 +310,14 @@ uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
// fade up instead!
_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
+ // These need setting after the defaults get set in fnInitBackground.
+ // Remember that these can change through the game, so need saving &
+ // restoring too.
+
_thisScreen.feet_x = _saveGameHeader.feet_x;
_thisScreen.feet_y = _saveGameHeader.feet_y;
- // start the new run list
+ // Start the new run list
_logic->expressChangeSession(_saveGameHeader.runListId);
// Force in the new scroll position, so unsightly scroll-catch-up does
@@ -418,32 +349,28 @@ uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
} else
_logic->fnStopMusic(NULL);
- // Write to walkthrough file (zebug0.txt)
-
- debug(5, "RESTORED GAME \"%s\"", _saveGameHeader.description);
-
- // game restored ok
return SR_OK;
}
-// GetSaveDescription - PC version...
+/**
+ * Get the description of a savegame
+ */
uint32 Sword2Engine::getSaveDescription(uint16 slotNo, byte *description) {
char saveFileName[MAX_FILENAME_LEN];
- SaveGameHeader dummy;
- SaveFile *in;
- SaveFileManager *mgr = _system->get_savefile_manager();
- // construct filename
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
+ SaveFileManager *mgr = _system->get_savefile_manager();
+ SaveFile *in;
+
if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
- // error: couldn't open file
delete mgr;
return SR_ERR_FILEOPEN;
}
- // read header
+ SaveGameHeader dummy;
+
in->read(&dummy, sizeof(dummy));
delete in;
delete mgr;
@@ -461,12 +388,12 @@ bool Sword2Engine::saveExists(void) {
bool Sword2Engine::saveExists(uint16 slotNo) {
char saveFileName[MAX_FILENAME_LEN];
- SaveFileManager *mgr = _system->get_savefile_manager();
- SaveFile *in;
- // construct filename
sprintf(saveFileName, "%s.%.3d", _targetName, slotNo);
+ SaveFileManager *mgr = _system->get_savefile_manager();
+ SaveFile *in;
+
if (!(in = mgr->open_savefile(saveFileName, getSavePath(), false))) {
delete mgr;
return false;
@@ -474,56 +401,51 @@ bool Sword2Engine::saveExists(uint16 slotNo) {
delete in;
delete mgr;
-
return true;
}
-void Sword2Engine::getPlayerStructures(void) {
- // request the player object structures which need saving
+/**
+ * Request the player object structures which need saving.
+ */
- // script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
+void Sword2Engine::getPlayerStructures(void) {
+ StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
- uint32 null_pc = 7;
- char *raw_script_ad;
- StandardHeader *head;
+ assert(head->fileType == GAME_OBJECT);
- head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
+ char *raw_script_ad = (char *) head;
- if (head->fileType != GAME_OBJECT)
- error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
+ // Script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
+ uint32 null_pc = 7;
- raw_script_ad = (char *) head;
_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
_resman->closeResource(CUR_PLAYER_ID);
}
-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
-
- uint32 null_pc;
- char *raw_script_ad;
- StandardHeader *head;
+/**
+ * Fill out the player object structures from the savegame structures also run
+ * the appropriate scripts to set up george's anim tables and walkdata, and
+ * Nico's anim tables.
+ */
- head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
+void Sword2Engine::putPlayerStructures(void) {
+ StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID);
- if (head->fileType != GAME_OBJECT)
- error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
+ assert(head->fileType == GAME_OBJECT);
- raw_script_ad = (char *) head;
+ char *raw_script_ad = (char *) head;
- // script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
+ // Script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
- null_pc = 8;
+ uint32 null_pc = 8;
_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
- // script no. 14 - 'set_up_nico_anim_tables'
+ // Script no. 14 - 'set_up_nico_anim_tables'
null_pc = 14;
_logic->runScript(raw_script_ad, raw_script_ad, &null_pc);
- // which megaset was the player at the time of saving?
+ // Which megaset was the player at the time of saving?
switch (_saveGameHeader.mega.megaset_res) {
case 36: // GeoMega:
@@ -556,72 +478,69 @@ uint32 Sword2Engine::calcChecksum(byte *buffer, uint32 size) {
return total;
}
-int32 Logic::fnPassPlayerSaveData(int32 *params) {
- // 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
+/**
+ * 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.
+ */
+int32 Logic::fnPassPlayerSaveData(int32 *params) {
// 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
+ // Copy from player object to savegame header
memcpy(&_vm->_saveGameHeader.logic, _vm->_memory->decodePtr(params[0]), sizeof(ObjectLogic));
memcpy(&_vm->_saveGameHeader.graphic, _vm->_memory->decodePtr(params[1]), sizeof(ObjectGraphic));
memcpy(&_vm->_saveGameHeader.mega, _vm->_memory->decodePtr(params[2]), sizeof(ObjectMega));
- // makes no odds
return IR_CONT;
}
-int32 Logic::fnGetPlayerSaveData(int32 *params) {
- // reverse of fnPassPlayerSaveData
- // - run script 8 of player object
+/**
+ * Reverse of fnPassPlayerSaveData() - run script 8 of player object.
+ */
+int32 Logic::fnGetPlayerSaveData(int32 *params) {
// params: 0 pointer to object's logic structure
// 1 pointer to object's graphic structure
// 2 pointer to object's mega structure
- ObjectLogic *ob_logic = (ObjectLogic *) _vm->_memory->decodePtr(params[0]);
- ObjectGraphic *ob_graphic = (ObjectGraphic *) _vm->_memory->decodePtr(params[1]);
- ObjectMega *ob_mega = (ObjectMega *) _vm->_memory->decodePtr(params[2]);
+ byte *logic_ptr = _vm->_memory->decodePtr(params[0]);
+ byte *graphic_ptr = _vm->_memory->decodePtr(params[1]);
+ byte *mega_ptr = _vm->_memory->decodePtr(params[2]);
- int32 pars[3];
+ // Copy from savegame header to player object
- // copy from savegame header to player object
+ memcpy(logic_ptr, &_vm->_saveGameHeader.logic, sizeof(ObjectLogic));
+ memcpy(graphic_ptr, &_vm->_saveGameHeader.graphic, sizeof(ObjectGraphic));
+ memcpy(mega_ptr, &_vm->_saveGameHeader.mega, sizeof(ObjectMega));
- memcpy((byte *) ob_logic, &_vm->_saveGameHeader.logic, sizeof(ObjectLogic));
- memcpy((byte *) ob_graphic, &_vm->_saveGameHeader.graphic, sizeof(ObjectGraphic));
- memcpy((byte *) ob_mega, &_vm->_saveGameHeader.mega, sizeof(ObjectMega));
+ // Any walk-data must be cleared - the player will be set to stand if
+ // he was walking when saved.
- // any walk-data must be cleared - the player will be set to stand if
- // he was walking when saved
+ ObjectMega *ob_mega = (ObjectMega *) mega_ptr;
- // if the player was walking when game was saved
if (ob_mega->currently_walking) {
- // clear the flag
ob_mega->currently_walking = 0;
- // pointer to object's graphic structure
- pars[0] = _vm->_memory->encodePtr((byte *) ob_graphic);
-
- // pointer to object's mega structure
- pars[1] = _vm->_memory->encodePtr((byte *) ob_mega);
+ int32 pars[3];
- // target direction
+ pars[0] = params[1]; // ob_graphic;
+ pars[1] = params[2]; // ob_mega
pars[2] = ob_mega->current_dir;
- // set player to stand
fnStand(pars);
- // reset looping flag (which would have been '1' during fnWalk)
+ // Reset looping flag (which would have been 1 during fnWalk)
+ ObjectLogic *ob_logic = (ObjectLogic *) logic_ptr;
+
ob_logic->looping = 0;
}
- // makes no odds
return IR_CONT;
}
diff --git a/sword2/sword2.h b/sword2/sword2.h
index b256557f01..d75ad15ffe 100644
--- a/sword2/sword2.h
+++ b/sword2/sword2.h
@@ -279,6 +279,10 @@ public:
// savegame file header
+#if !defined(__GNUC__)
+ #pragma START_PACK_STRUCTS
+#endif
+
struct SaveGameHeader {
// sum of all bytes in file, excluding this uint32
uint32 checksum;
@@ -294,13 +298,13 @@ public:
uint32 music_id; // copy of 'looping_music_id'
ObjectHub player_hub; // copy of player object's object_hub structure
ObjectLogic logic; // copy of player character logic structure
+ ObjectGraphic graphic; // copy of player character graphic structure
+ ObjectMega mega; // copy of player character mega structure
+ } GCC_PACK;
- // copy of player character graphic structure
- ObjectGraphic graphic;
-
- // copy of player character mega structure
- ObjectMega mega;
- };
+#if !defined(__GNUC__)
+ #pragma END_PACK_STRUCTS
+#endif
SaveGameHeader _saveGameHeader;