diff options
-rw-r--r-- | sword2/save_rest.cpp | 650 | ||||
-rw-r--r-- | sword2/save_rest.h | 43 |
2 files changed, 374 insertions, 319 deletions
diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp index 1b7ccd65df..03defc47df 100644 --- a/sword2/save_rest.cpp +++ b/sword2/save_rest.cpp @@ -17,19 +17,16 @@ * $Header$ */ -//------------------------------------------------------------------------------------ -//------------------------------------------------------------------------------------ +// --------------------------------------------------------------------------- // 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 "stdafx.h" #include "driver/driver96.h" @@ -45,51 +42,55 @@ #include "resman.h" #include "router.h" #include "save_rest.h" -#include "scroll.h" // for Set_scrolling() +#include "scroll.h" // for Set_scrolling() #include "sound.h" #include "sword2.h" #include "walker.h" -//------------------------------------------------------------------------------------ -#define MAX_FILENAME_LEN 128 // max length of a savegame filename, including full path +// max length of a savegame filename, including full path +#define MAX_FILENAME_LEN 128 -//------------------------------------------------------------------------------------ -// local function prototypes - -static void GetPlayerStructures(void); // James27feb97 -static void PutPlayerStructures(void); // James27feb97 +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); // 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; +static uint32 CalcChecksum(uint8 *buffer, uint32 size); + +// savegame file header (James06feb97) + +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 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 + + // 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 -static _savegameHeader g_header; // global because easier to copy to/from player object structures +// 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) + static void convertHeaderEndian(_savegameHeader &header) { int i; @@ -132,492 +133,537 @@ static void convertHeaderEndian(_savegameHeader &header) { } #endif -//------------------------------------------------------------------------------------ -//------------------------------------------------------------------------------------ // SAVE GAME -//------------------------------------------------------------------------------------ -uint32 SaveGame(uint16 slotNo, uint8 *desc) // (James05feb97) -{ - mem *saveBufferMem; - uint32 bufferSize; - uint32 errorCode; +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 ); + saveBufferMem = Twalloc(bufferSize, MEM_locked, UID_savegame_buffer); FillSaveBuffer(saveBufferMem, bufferSize, desc); - //------------------------------------------------------ - // save it (platform-specific) + // save it (hopefully no longer platform-specific) - errorCode = SaveData( slotNo, saveBufferMem->ad, bufferSize ); // save the buffer + // save the buffer + errorCode = SaveData(slotNo, saveBufferMem->ad, bufferSize); - //------------------------------------------------------ // free the buffer - Free_mem( saveBufferMem ); - - //------------------------------------------------------ + Free_mem(saveBufferMem); - return(errorCode); + return errorCode; } -//------------------------------------------------------------------------------------ // calculate size of required savegame buffer -uint32 FindBufferSize( void ) -{ - return (sizeof(g_header) + res_man.Res_fetch_len(1)); // size of savegame header + size of global variables +uint32 FindBufferSize(void) { + // size of savegame header + size of global variables + return (sizeof(g_header) + res_man.Res_fetch_len(1)); } -//------------------------------------------------------------------------------------ - -void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) -{ +void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) { uint8 *varsRes; - //------------------------------------------------------ // set up the g_header // 'checksum' gets filled in last of all - sprintf(g_header.description, "%s", (char*)desc); // player's description of savegame - g_header.varLength = res_man.Res_fetch_len(1); // length of global variables resource - g_header.screenId = this_screen.background_layer_id; // resource id of current screen file - g_header.runListId = LLogic.Return_run_list(); // resource id of current run-list - g_header.feet_x = this_screen.feet_x; // those scroll position control things - g_header.feet_y = this_screen.feet_y; // - g_header.music_id = looping_music_id; // id of currently looping music (or zero) + + // player's description of savegame + sprintf(g_header.description, "%s", (char*) desc); + + // length of global variables resource + g_header.varLength = res_man.Res_fetch_len(1); + + // resource id of current screen file + g_header.screenId = this_screen.background_layer_id; + + // resource id of current run-list + g_header.runListId = LLogic.Return_run_list(); + + // those scroll position control things + g_header.feet_x = this_screen.feet_x; + g_header.feet_y = this_screen.feet_y; + + // id of currently looping music (or zero) + g_header.music_id = looping_music_id; // object hub memcpy(&g_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 4 essential player object structures into the header + GetPlayerStructures(); - //------------------------------------------------------ // copy the header to the buffer #ifdef SCUMM_BIG_ENDIAN convertHeaderEndian(g_header); #endif - memcpy(buffer->ad, &g_header, sizeof(g_header)); // copy the header to the savegame buffer - //------------------------------------------------------ + // copy the header to the savegame buffer + memcpy(buffer->ad, &g_header, sizeof(g_header)); + // copy the global variables to the buffer - varsRes = res_man.Res_open(1); // open variables resource - memcpy(buffer->ad + sizeof(g_header), varsRes, FROM_LE_32(g_header.varLength)); // copy that to the buffer, following the header + // open variables resource + varsRes = res_man.Res_open(1); + + // copy that to the buffer, following the header + memcpy(buffer->ad + sizeof(g_header), varsRes, FROM_LE_32(g_header.varLength)); + #ifdef SCUMM_BIG_ENDIAN - uint32 *globalVars = (uint32 *)(buffer->ad + sizeof(g_header) + sizeof(_standardHeader)); - const uint numVars = (FROM_LE_32(g_header.varLength) - sizeof(_standardHeader))/4; - for (uint i = 0; i < numVars; i++) { + uint32 *globalVars = (uint32 *) (buffer->ad + sizeof(g_header) + sizeof(_standardHeader)); + const uint numVars = (FROM_LE_32(g_header.varLength) - sizeof(_standardHeader)) / 4; + + for (uint i = 0; i < numVars; i++) globalVars[i] = SWAP_BYTES_32(globalVars[i]); - } #endif - res_man.Res_close(1); // close variables resource + // close variables resource + res_man.Res_close(1); - //------------------------------------------------------ // set the checksum & copy that to the buffer (James05aug97) - 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) ); // copy the header to the savegame buffer - - //------------------------------------------------------ + 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 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; - uint32 itemsWritten; + uint32 itemsWritten; SaveFile *out; SaveFileManager *mgr = g_system->get_savefile_manager(); - sprintf(saveFileName, "%s.%.3d", g_sword2->_game_name, slotNo); // construct filename + // construct filename + sprintf(saveFileName, "%s.%.3d", g_sword2->_game_name, slotNo); - if (!(out = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), true))) - return(SR_ERR_FILEOPEN); // error: couldn't open file - + if (!(out = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), true))) { + // error: couldn't open file + delete mgr; + return SR_ERR_FILEOPEN; + } - itemsWritten = out->write(buffer, bufferSize); // write the buffer + // write the buffer + itemsWritten = out->write(buffer, bufferSize); delete out; delete mgr; - - 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) + // 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 -//------------------------------------------------------------------------------------ -uint32 RestoreGame(uint16 slotNo) // (James05feb97) -{ - mem *saveBufferMem; - uint32 bufferSize; - uint32 errorCode; +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 ); + 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 + // load savegame into buffer + errorCode = RestoreData(slotNo, saveBufferMem->ad, 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 - 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 + // 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 + Free_mem(saveBufferMem); } - else - Free_mem( saveBufferMem ); // because RestoreFromBuffer would have freed it - - //------------------------------------------------------ - return(errorCode); // game restored ok + return errorCode; } -//------------------------------------------------------------------------------------ - -uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) -{ +uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; SaveFile *in; SaveFileManager *mgr = g_system->get_savefile_manager(); - uint32 itemsRead; + uint32 itemsRead; - sprintf(saveFileName, "%s.%.3d", g_sword2->_game_name, slotNo); // construct filename + // construct filename + sprintf(saveFileName, "%s.%.3d", g_sword2->_game_name, slotNo); + + if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) { + // error: couldn't open file + delete mgr; + return SR_ERR_FILEOPEN; + } - if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) - return(SR_ERR_FILEOPEN); // error: couldn't open file + // read savegame into the buffer + itemsRead = in->read(buffer, bufferSize); - itemsRead = in->read(buffer, bufferSize); // read savegame into the buffer + if (itemsRead == bufferSize) { + // We successfully read it all + delete in; + delete mgr; + return SR_OK; + } else { + // We didn't get all of it. - if (itemsRead == bufferSize) // if we successfully read it all - { +/* + // There is no ioFailed() function in SaveFile yet, I think. + if (in->ioFailed()) { delete in; delete mgr; - 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!) - { - */ - delete in; - delete mgr; - return(SR_ERR_INCOMPATIBLE); // error: incompatible save-data - can't use! - //} + return SR_ERR_READFAIL; } +*/ + + delete in; + delete mgr; + // error: incompatible save-data - can't use! + return SR_ERR_INCOMPATIBLE; + } } -//------------------------------------------------------------------------------------ -uint32 RestoreFromBuffer(mem *buffer, uint32 size) -{ - uint8 *varsRes; - int32 pars[2]; +uint32 RestoreFromBuffer(mem *buffer, uint32 size) { + uint8 *varsRes; + int32 pars[2]; + + // get a copy of the header from the savegame buffer + memcpy(&g_header, buffer->ad, sizeof(g_header)); - memcpy( &g_header, buffer->ad, sizeof(g_header) ); // get a copy of the header from the savegame buffer #ifdef SCUMM_BIG_ENDIAN convertHeaderEndian(g_header); #endif - //------------------------------------------------------ - // Calc checksum & check that aginst the value stored in the header (James05aug97) + // 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))) - { - Free_mem( buffer ); - return(SR_ERR_INCOMPATIBLE); // error: incompatible save-data - can't use! + if (g_header.checksum != CalcChecksum(buffer->ad + sizeof(g_header.checksum), size - sizeof(g_header.checksum))) { + Free_mem(buffer); + + // error: incompatible save-data - can't use! + return SR_ERR_INCOMPATIBLE; } - //------------------------------------------------------ + // 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 + // 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 - // Note that during development, earlier savegames will often be shorter than the current expected length + // if header contradicts actual current size of global variables + if (g_header.varLength != res_man.Res_fetch_len(1)) { + Free_mem(buffer); - if (g_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! + // error: incompatible save-data - can't use! + return SR_ERR_INCOMPATIBLE; } - //---------------------------------- + // 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) + + // trash all resources from memory except player object & global + // variables + res_man.Kill_all_res(0); + + // clean out the system kill list (no more objects to kill) + LLogic.Reset_kill_list(); - //---------------------------------- // 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), &g_header.player_hub, sizeof(_object_hub)); + memcpy(res_man.Res_open(CUR_PLAYER_ID) + sizeof(_standardHeader), &g_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 - //---------------------------------- + // fill in the 4 essential player object structures from the header + PutPlayerStructures(); + // get variables resource from the savegame buffer - varsRes = res_man.Res_open(1); // open variables resource - memcpy( varsRes, buffer->ad + sizeof(g_header), g_header.varLength );// copy that to the buffer, following the header + // open variables resource + varsRes = res_man.Res_open(1); + + // copy that to the buffer, following the header + memcpy(varsRes, buffer->ad + sizeof(g_header), g_header.varLength ); + #ifdef SCUMM_BIG_ENDIAN - uint32 *globalVars = (uint32 *)(varsRes + sizeof(_standardHeader)); - const uint numVars = (g_header.varLength - sizeof(_standardHeader))/4; - for (uint i = 0; i < numVars; i++) { + uint32 *globalVars = (uint32 *) (varsRes + sizeof(_standardHeader)); + const uint numVars = (g_header.varLength - sizeof(_standardHeader)) / 4; + + for (uint i = 0; i < numVars; i++) globalVars[i] = SWAP_BYTES_32(globalVars[i]); - } #endif - 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 + // close variables resource + res_man.Res_close(1); + + // free it now, rather than in RestoreGame, to unblock memory before + // new screen & runlist loaded + Free_mem(buffer); + pars[0] = g_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 = g_header.feet_x; // these need setting after the defaults get set in FN_init_background - this_screen.feet_y = g_header.feet_y; // remember that these can change through the game, so need saving & restoring too - LLogic.Express_change_session(g_header.runListId); // start the new run list + // (JEL08oct97) so palette not restored immediately after control + // panel - we want to fade up instead! + this_screen.new_palette = 99; + + // these need setting after the defaults get set in FN_init_background + // remember that these can change through the game, so need saving & + // restoring too + this_screen.feet_x = g_header.feet_x; + this_screen.feet_y = g_header.feet_y; + + // start the new run list + LLogic.Express_change_session(g_header.runListId); - //---------------------------------------------------------------------------- // (James01aug97) - // Force in the new scroll position, so unsightly scroll-catch-up does not occur - // when screen first draws after returning from restore panel + // Force in the new scroll position, so unsightly scroll-catch-up does + // not occur when screen first draws after returning from restore panel + + // set 'this_screen's record of player position + // - ready for Set_scrolling() + + this_screen.player_feet_x = g_header.mega.feet_x; + this_screen.player_feet_y = g_header.mega.feet_y; - this_screen.player_feet_x = g_header.mega.feet_x; // set 'this_screen's record of player position - this_screen.player_feet_y = g_header.mega.feet_y; // - ready for Set_scrolling() + // if this screen is wide, recompute the scroll offsets now + if (this_screen.scroll_flag) + 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! - //---------------------------------------------------------------------------- - // 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; - //------------------------------------------------------ - //-------------------------------------- // Write to walkthrough file (zebug0.txt) - #ifdef _SWORD2_DEBUG - Zdebug(0,"*************************************"); - Zdebug(0,"RESTORED GAME \"%s\"", g_header.description); - Zdebug(0,"*************************************"); + +#ifdef _SWORD2_DEBUG + Zdebug(0, "*************************************"); + Zdebug(0, "RESTORED GAME \"%s\"", g_header.description); + Zdebug(0, "*************************************"); // Also write this to system debug file Zdebug("*************************************"); Zdebug("RESTORED GAME \"%s\"", g_header.description); Zdebug("*************************************"); - #endif - //-------------------------------------- - - - return(SR_OK); // game restored ok +#endif + // game restored ok + return SR_OK; } -//------------------------------------------------------------------------------------ -//------------------------------------------------------------------------------------ // GetSaveDescription - PC version... -//------------------------------------------------------------------------------------ -uint32 GetSaveDescription(uint16 slotNo, uint8 *description) // (James05feb97) -{ +uint32 GetSaveDescription(uint16 slotNo, uint8 *description) { // (James05feb97) char saveFileName[MAX_FILENAME_LEN]; _savegameHeader dummy; SaveFile *in; SaveFileManager *mgr = g_system->get_savefile_manager(); - sprintf(saveFileName, "%s.%.3d", g_sword2->_game_name, slotNo); // construct filename + // construct filename + sprintf(saveFileName, "%s.%.3d", g_sword2->_game_name, slotNo); - if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) - return(SR_ERR_FILEOPEN); // error: couldn't open file + if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) { + // error: couldn't open file + delete mgr; + return SR_ERR_FILEOPEN; + } - - in->read(&dummy, sizeof(_savegameHeader)); // read header + // read header + in->read(&dummy, sizeof(_savegameHeader)); delete in; delete mgr; - sprintf((char*)description, dummy.description); - return(SR_OK); + + sprintf((char*) description, dummy.description); + return SR_OK; } bool 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->_game_name, slotNo); - sprintf(saveFileName, "%s.%.3d", g_sword2->_game_name, slotNo); // construct filename + if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) { + delete mgr; + return false; + } - if (!(mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) - return(false); + delete in; delete mgr; - return(true); + return true; } -//------------------------------------------------------------------------------------ -//------------------------------------------------------------------------------------ -void GetPlayerStructures(void) // James27feb97 -{ +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; + // script no. 7 - 'george_savedata_request' calls + // FN_pass_player_savedata + uint32 null_pc = 7; + 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__); + 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 ); + raw_script_ad = (char *) head; + 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; +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; + 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__); + 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 ); + raw_script_ad = (char *) head; + + // script no. 8 - 'george_savedata_return' calls FN_get_player_savedata + + null_pc = 8; + RunScript(raw_script_ad, raw_script_ad, &null_pc); + + // script no. 14 - 'set_up_nico_anim_tables' - null_pc=14; // script no. 14 - 'set_up_nico_anim_tables' - RunScript( raw_script_ad, raw_script_ad, &null_pc ); + null_pc = 14; + RunScript(raw_script_ad, raw_script_ad, &null_pc); - switch (g_header.mega.megaset_res) // which megaset was the player at the time of saving? - { + // which megaset was the player at the time of saving? + + switch (g_header.mega.megaset_res) { case 36: // GeoMega: - null_pc=9; // script no.9 - 'player_is_george' + null_pc = 9; // script no.9 - 'player_is_george' break; case 2003: // GeoMegaB: - null_pc=13; // script no.13 - 'player_is_georgeB' + null_pc = 13; // script no.13 - 'player_is_georgeB' break; case 1366: // NicMegaA: - null_pc=11; // script no.11 - 'player_is_nicoA' + null_pc = 11; // script no.11 - 'player_is_nicoA' break; case 1437: // NicMegaB: - null_pc=12; // script no.12 - 'player_is_nicoB' + null_pc = 12; // script no.12 - 'player_is_nicoB' break; case 1575: // NicMegaC: - null_pc=10; // script no.10 - 'player_is_nicoC' + null_pc = 10; // script no.10 - 'player_is_nicoC' break; } - RunScript( raw_script_ad, raw_script_ad, &null_pc ); + RunScript(raw_script_ad, raw_script_ad, &null_pc); res_man.Res_close(CUR_PLAYER_ID); } -//------------------------------------------------------------------------------------ -//------------------------------------------------------------------------------------ -int32 FN_pass_player_savedata(int32 *params) // James27feb97 -{ + +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 + // 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 + // 1 pointer to object's graphic structure + // 2 pointer to object's mega structure // 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) ); - return(IR_CONT); //makes no odds + 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)); + + // makes no odds + return IR_CONT; } -//------------------------------------------------------------------------------------ -int32 FN_get_player_savedata(int32 *params) // James27feb97 -{ + +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]; + // 1 pointer to object's graphic structure + // 2 pointer to object's mega structure - int32 pars[3]; + 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, &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_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)); - // 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 - if (ob_mega->currently_walking) // if the player was walking when game was saved - { - ob_mega->currently_walking = 0; // clear the flag + // if the player was walking when game was saved + if (ob_mega->currently_walking) { + // clear the flag + ob_mega->currently_walking = 0; - 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 + // pointer to object's graphic structure + pars[0] = (int32) ob_graphic; - ob_logic->looping = 0; // reset looping flag (which would have been '1' during FN_walk) - } + // pointer to object's mega structure + pars[1] = (int32) ob_mega; + + // target direction + pars[2] = ob_mega->current_dir; + // set player to stand + FN_stand(pars); - return(IR_CONT); //makes no odds + // reset looping flag (which would have been '1' during + // FN_walk) + ob_logic->looping = 0; + } + + // makes no odds + return IR_CONT; } -//------------------------------------------------------------------------------------ -uint32 CalcChecksum(uint8 *buffer, uint32 size) // (James05aug97) -{ - uint32 total=0; - uint32 pos; - for (pos=0; pos<size; pos++) +uint32 CalcChecksum(uint8 *buffer, uint32 size) { // (James05aug97) + uint32 total = 0; + + for (uint32 pos = 0; pos < size; pos++) total += buffer[pos]; - return(total); + return total; } diff --git a/sword2/save_rest.h b/sword2/save_rest.h index 1d06b998cd..78c6899b6c 100644 --- a/sword2/save_rest.h +++ b/sword2/save_rest.h @@ -20,29 +20,38 @@ #ifndef SAVE_REST_H #define SAVE_REST_H - -//#include "src\driver96.h" #include "memory.h" #define SAVE_DESCRIPTION_LEN 64 -uint32 SaveGame(uint16 slotNo, uint8 *description); -uint32 RestoreGame(uint16 slotNo); -uint32 GetSaveDescription(uint16 slotNo, uint8 *description); -bool SaveExists(uint16 slotNo); -void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc); -uint32 RestoreFromBuffer(mem *buffer, uint32 size); -uint32 FindBufferSize( void ); - +uint32 SaveGame(uint16 slotNo, uint8 *description); +uint32 RestoreGame(uint16 slotNo); +uint32 GetSaveDescription(uint16 slotNo, uint8 *description); +bool SaveExists(uint16 slotNo); +void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc); +uint32 RestoreFromBuffer(mem *buffer, uint32 size); +uint32 FindBufferSize(void); // Save & Restore error codes -// ERROR CODE VALUE MEANING REASON -// ========== ===== ======= ====== -#define SR_OK 0x00000000 // ok No worries -#define SR_ERR_FILEOPEN 0x00000001 // can't open file Could create file for saving, or couldn't find file for loading -#define SR_ERR_INCOMPATIBLE 0x00000002 // (RestoreGame only) incompatible savegame data Savegame file is obsolete. (Won't happen after development stops) -#define SR_ERR_READFAIL 0x00000003 // (RestoreGame only) failed on reading savegame file Something screwed up during the fread() -#define SR_ERR_WRITEFAIL 0x00000004 // (SaveGame only) failed on writing savegame file Something screwed up during the fwrite() - could be hard-drive full..? +#define SR_OK 0x00000000 // No worries +#define SR_ERR_FILEOPEN 0x00000001 // can't open file - Couldn't + // create file for saving, or + // couldn't find file for + // loading. +#define SR_ERR_INCOMPATIBLE 0x00000002 // (RestoreGame only) + // incompatible savegame data. + // Savegame file is obsolete. + // (Won't happen after + // development stops) +#define SR_ERR_READFAIL 0x00000003 // (RestoreGame only) failed on + // reading savegame file - + // Something screwed up during + // the fread() +#define SR_ERR_WRITEFAIL 0x00000004 // (SaveGame only) failed on + // writing savegame file - + // Something screwed up during + // the fwrite() - could be + // hard-drive full..? #endif |