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-rw-r--r--sword2/save_rest.cpp414
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diff --git a/sword2/save_rest.cpp b/sword2/save_rest.cpp
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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