/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1994-1998 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ // --------------------------------------------------------------------------- // SAVE_REST.CPP save, restore & restart functions // // James 05feb97 // // "Jesus Saves", but could he Restore or Restart? He can now... // // --------------------------------------------------------------------------- #include "common/memstream.h" #include "common/savefile.h" #include "common/textconsole.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/header.h" #include "sword2/logic.h" #include "sword2/object.h" #include "sword2/mouse.h" #include "sword2/resman.h" #include "sword2/saveload.h" #include "sword2/screen.h" #include "sword2/sound.h" namespace Sword2 { Common::String Sword2Engine::getSaveFileName(uint16 slotNo) { return Common::String::format("%s.%.3d", _targetName.c_str(), slotNo); } /** * Calculate size of required savegame buffer. A savegame consists of a header * and the global variables. */ uint32 Sword2Engine::findBufferSize() { return 212 + _resman->fetchLen(1); } /** * Save the game. */ uint32 Sword2Engine::saveGame(uint16 slotNo, const 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, (const 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) { Common::String saveFileName = getSaveFileName(slotNo); Common::OutSaveFile *out; if (!(out = _saveFileMan->openForSaving(saveFileName))) { return SR_ERR_FILEOPEN; } out->write(buffer, bufferSize); out->finalize(); if (!out->err()) { 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) { Common::String saveFileName = getSaveFileName(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; default: 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) { Common::String saveFileName = getSaveFileName(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() { Common::String pattern = _targetName + ".???"; Common::StringArray filenames = _saveFileMan->listSavefiles(pattern); return !filenames.empty(); } bool Sword2Engine::saveExists(uint16 slotNo) { Common::String saveFileName = getSaveFileName(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