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-rw-r--r--engines/sword2/save_rest.cpp414
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+/* Copyright (C) 1994-1998 Revolution Software Ltd.
+ * Copyright (C) 2003-2006 The ScummVM project
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * $URL$
+ * $Id$
+ */
+
+// ---------------------------------------------------------------------------
+// SAVE_REST.CPP save, restore & restart functions
+//
+// James 05feb97
+//
+// "Jesus Saves", but could he Restore or Restart? He can now...
+//
+// ---------------------------------------------------------------------------
+
+#include "common/stdafx.h"
+#include "common/savefile.h"
+#include "sword2/sword2.h"
+#include "sword2/defs.h"
+#include "sword2/logic.h"
+#include "sword2/mouse.h"
+#include "sword2/resman.h"
+#include "sword2/sound.h"
+
+namespace Sword2 {
+
+// A savegame consists of a header and the global variables
+
+// Max length of a savegame filename
+#define MAX_FILENAME_LEN 128
+
+/**
+ * Calculate size of required savegame buffer
+ */
+
+uint32 Sword2Engine::findBufferSize() {
+ // Size of savegame header + size of global variables
+ return 212 + _resman->fetchLen(1);
+}
+
+/**
+ * Save the game.
+ */
+
+uint32 Sword2Engine::saveGame(uint16 slotNo, byte *desc) {
+ char description[SAVE_DESCRIPTION_LEN];
+ uint32 bufferSize = findBufferSize();
+ byte *saveBuffer = (byte *)malloc(bufferSize);
+ ScreenInfo *screenInfo = _screen->getScreenInfo();
+
+ memset(description, 0, sizeof(description));
+ strncpy(description, (char *)desc, SAVE_DESCRIPTION_LEN - 1);
+
+ Common::MemoryWriteStream writeS(saveBuffer, bufferSize);
+
+ byte *globalVars = _resman->openResource(1);
+ byte *objectHub = _resman->openResource(CUR_PLAYER_ID) + ResHeader::size();
+
+ // Script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
+ _logic->runResScript(CUR_PLAYER_ID, 7);
+
+ writeS.writeUint32LE(0); // Checksum
+ writeS.write(description, SAVE_DESCRIPTION_LEN);
+ writeS.writeUint32LE(_resman->fetchLen(1));
+ writeS.writeUint32LE(screenInfo->background_layer_id);
+ writeS.writeUint32LE(_logic->getRunList());
+ writeS.writeUint32LE(screenInfo->feet_x);
+ writeS.writeUint32LE(screenInfo->feet_y);
+ writeS.writeUint32LE(_sound->getLoopingMusicId());
+ writeS.write(objectHub, ObjectHub::size());
+ writeS.write(_logic->_saveLogic, ObjectLogic::size());
+ writeS.write(_logic->_saveGraphic, ObjectGraphic::size());
+ writeS.write(_logic->_saveMega, ObjectMega::size());
+ writeS.write(globalVars, _resman->fetchLen(1));
+
+ WRITE_LE_UINT32(saveBuffer, calcChecksum(saveBuffer + 4, bufferSize - 4));
+
+ _resman->closeResource(CUR_PLAYER_ID);
+ _resman->closeResource(1);
+
+ uint32 errorCode = saveData(slotNo, saveBuffer, bufferSize);
+
+ free(saveBuffer);
+
+ if (errorCode != SR_OK) {
+ uint32 textId;
+
+ switch (errorCode) {
+ case SR_ERR_FILEOPEN:
+ textId = TEXT_SAVE_CANT_OPEN;
+ break;
+ default:
+ textId = TEXT_SAVE_FAILED;
+ break;
+ }
+
+ _screen->displayMsg(fetchTextLine(_resman->openResource(textId / SIZE), textId & 0xffff) + 2, 0);
+ }
+
+ return errorCode;
+}
+
+uint32 Sword2Engine::saveData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
+ char saveFileName[MAX_FILENAME_LEN];
+
+ sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo);
+
+ Common::OutSaveFile *out;
+
+ if (!(out = _saveFileMan->openForSaving(saveFileName))) {
+ return SR_ERR_FILEOPEN;
+ }
+
+ out->write(buffer, bufferSize);
+ out->flush();
+
+ if (!out->ioFailed()) {
+ delete out;
+ return SR_OK;
+ }
+
+ delete out;
+ return SR_ERR_WRITEFAIL;
+}
+
+/**
+ * Restore the game.
+ */
+
+uint32 Sword2Engine::restoreGame(uint16 slotNo) {
+ uint32 bufferSize = findBufferSize();
+ byte *saveBufferMem = (byte *)malloc(bufferSize);
+
+ uint32 errorCode = restoreData(slotNo, saveBufferMem, bufferSize);
+
+ // 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)
+ errorCode = restoreFromBuffer(saveBufferMem, bufferSize);
+ else
+ free(saveBufferMem);
+
+ if (errorCode != SR_OK) {
+ uint32 textId;
+
+ switch (errorCode) {
+ case SR_ERR_FILEOPEN:
+ textId = TEXT_RESTORE_CANT_OPEN;
+ break;
+ case SR_ERR_INCOMPATIBLE:
+ textId = TEXT_RESTORE_INCOMPATIBLE;
+ break;
+ default:
+ textId = TEXT_RESTORE_FAILED;
+ break;
+ }
+
+ _screen->displayMsg(fetchTextLine(_resman->openResource(textId / SIZE), textId & 0xffff) + 2, 0);
+ } else {
+ // Prime system with a game cycle
+
+ // Reset the graphic 'BuildUnit' list before a new logic list
+ // (see fnRegisterFrame)
+ _screen->resetRenderLists();
+
+ // Reset the mouse hot-spot list. See fnRegisterMouse()
+ // and fnRegisterFrame()
+ _mouse->resetMouseList();
+
+ if (_logic->processSession())
+ error("restore 1st cycle failed??");
+ }
+
+ // Force the game engine to pick a cursor. This appears to be needed
+ // when using the -x command-line option to restore a game.
+ _mouse->setMouseTouching(1);
+ return errorCode;
+}
+
+uint32 Sword2Engine::restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
+ char saveFileName[MAX_FILENAME_LEN];
+
+ sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo);
+
+ Common::InSaveFile *in;
+
+ if (!(in = _saveFileMan->openForLoading(saveFileName))) {
+ // error: couldn't open file
+ return SR_ERR_FILEOPEN;
+ }
+
+ // Read savegame into the buffer
+ uint32 itemsRead = in->read(buffer, bufferSize);
+
+ delete in;
+
+ 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.
+
+ return SR_ERR_INCOMPATIBLE;
+ }
+
+ return SR_OK;
+}
+
+uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
+ Common::MemoryReadStream readS(buffer, size);
+
+ // Calc checksum & check that aginst the value stored in the header
+
+ if (readS.readUint32LE() != calcChecksum(buffer + 4, size - 4)) {
+ free(buffer);
+ return SR_ERR_INCOMPATIBLE;
+ }
+
+ readS.seek(SAVE_DESCRIPTION_LEN, SEEK_CUR);
+
+ // 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.
+
+ // Historical note: During development, earlier savegames would often
+ // be shorter than the current expected length.
+
+ if (readS.readUint32LE() != _resman->fetchLen(1)) {
+ free(buffer);
+ return SR_ERR_INCOMPATIBLE;
+ }
+
+ byte *globalVars = _resman->openResource(1);
+ byte *objectHub = _resman->openResource(CUR_PLAYER_ID) + ResHeader::size();
+
+ uint32 screenId = readS.readUint32LE();
+ uint32 runListId = readS.readUint32LE();
+ uint32 feetX = readS.readUint32LE();
+ uint32 feetY = readS.readUint32LE();
+ uint32 musicId = readS.readUint32LE();
+
+ // Trash all resources from memory except player object & global vars
+ _resman->killAll(false);
+ _logic->resetKillList();
+
+ readS.read(objectHub, ObjectHub::size());
+ readS.read(_logic->_saveLogic, ObjectLogic::size());
+ readS.read(_logic->_saveGraphic, ObjectGraphic::size());
+ readS.read(_logic->_saveMega, ObjectMega::size());
+
+ // 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.
+
+ // Script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
+ _logic->runResScript(CUR_PLAYER_ID, 8);
+
+ // Script no. 14 - 'set_up_nico_anim_tables'
+ _logic->runResScript(CUR_PLAYER_ID, 14);
+
+ // Which megaset was the player at the time of saving?
+ ObjectMega obMega(_logic->_saveMega);
+
+ uint32 scriptNo = 0;
+
+ switch (obMega.getMegasetRes()) {
+ case 36: // GeoMega:
+ scriptNo = 9; // script no.9 - 'player_is_george'
+ break;
+ case 2003: // GeoMegaB:
+ scriptNo = 13; // script no.13 - 'player_is_georgeB'
+ break;
+ case 1366: // NicMegaA:
+ scriptNo = 11; // script no.11 - 'player_is_nicoA'
+ break;
+ case 1437: // NicMegaB:
+ scriptNo = 12; // script no.12 - 'player_is_nicoB'
+ break;
+ case 1575: // NicMegaC:
+ scriptNo = 10; // script no.10 - 'player_is_nicoC'
+ break;
+ }
+
+ _logic->runResScript(CUR_PLAYER_ID, scriptNo);
+
+ // Copy variables from savegame buffer to memory
+ readS.read(globalVars, _resman->fetchLen(1));
+
+ _resman->closeResource(CUR_PLAYER_ID);
+ _resman->closeResource(1);
+
+ free(buffer);
+
+ int32 pars[2];
+
+ pars[0] = screenId;
+ pars[1] = 1;
+ _logic->fnInitBackground(pars);
+
+ ScreenInfo *screenInfo = _screen->getScreenInfo();
+
+ // So palette not restored immediately after control panel - we want to
+ // fade up instead!
+ screenInfo->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.
+
+ screenInfo->feet_x = feetX;
+ screenInfo->feet_y = feetY;
+
+ // Start the new run list
+ _logic->expressChangeSession(runListId);
+
+ // Force in the new scroll position, so unsightly scroll-catch-up does
+ // not occur when screen first draws after returning from restore panel
+
+ // Set the screen record of player position - ready for setScrolling()
+
+ screenInfo->player_feet_x = obMega.getFeetX();
+ screenInfo->player_feet_y = obMega.getFeetY();
+
+ // if this screen is wide, recompute the scroll offsets now
+ if (screenInfo->scroll_flag)
+ _screen->setScrolling();
+
+ // Any music required will be started after we've returned from
+ // restoreControl() - see systemMenuMouse() in mouse.cpp!
+
+ // Restart any looping music. Originally this was - and still is - done
+ // in systemMenuMouse(), but with ScummVM we have other ways of
+ // restoring savegames so it's easier to put it here as well.
+
+ if (musicId) {
+ pars[0] = musicId;
+ pars[1] = FX_LOOP;
+ _logic->fnPlayMusic(pars);
+ } else
+ _logic->fnStopMusic(NULL);
+
+ return SR_OK;
+}
+
+/**
+ * Get the description of a savegame
+ */
+
+uint32 Sword2Engine::getSaveDescription(uint16 slotNo, byte *description) {
+ char saveFileName[MAX_FILENAME_LEN];
+
+ sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo);
+
+ Common::InSaveFile *in;
+
+ if (!(in = _saveFileMan->openForLoading(saveFileName))) {
+ return SR_ERR_FILEOPEN;
+ }
+
+ in->readUint32LE();
+ in->read(description, SAVE_DESCRIPTION_LEN);
+
+ delete in;
+ return SR_OK;
+}
+
+bool Sword2Engine::saveExists() {
+ for (int i = 0; i <= 99; i++)
+ if (saveExists(i))
+ return true;
+ return false;
+}
+
+bool Sword2Engine::saveExists(uint16 slotNo) {
+ char saveFileName[MAX_FILENAME_LEN];
+
+ sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo);
+
+ Common::InSaveFile *in;
+
+ if (!(in = _saveFileMan->openForLoading(saveFileName))) {
+ return false;
+ }
+
+ delete in;
+ return true;
+}
+
+uint32 Sword2Engine::calcChecksum(byte *buffer, uint32 size) {
+ uint32 total = 0;
+
+ for (uint32 pos = 0; pos < size; pos++)
+ total += buffer[pos];
+
+ return total;
+}
+
+} // End of namespace Sword2