/* Copyright (C) 1994-2003 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ */ //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ // SAVE_REST.CPP save, restore & restart functions // // James 05feb97 // // "Jesus Saves", but could he Restore or Restart? He can now... // //------------------------------------------------------------------------------------ //#include directx? #include #include #include "stdafx.h" #include "driver/driver96.h" #include "console.h" #include "defs.h" #include "function.h" // for engine_logic, engine_graph, etc #include "interpreter.h" // for IR_CONT, etc #include "layers.h" #include "logic.h" #include "memory.h" #include "object.h" #include "protocol.h" #include "resman.h" #include "router.h" #include "save_rest.h" #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 //------------------------------------------------------------------------------------ // local function prototypes static void GetPlayerStructures(void); // James27feb97 static void PutPlayerStructures(void); // James27feb97 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; // savegame consists of header & global variables resource static _savegameHeader g_header; // global because easier to copy to/from player object structures #ifdef SCUMM_BIG_ENDIAN // Quick macro to make swapping in-place easier to write #define SWAP32_S(x) x = (int32)SWAP_BYTES_32(x) #define SWAP32_U(x) x = SWAP_BYTES_32(x) static void convertHeaderEndian(_savegameHeader &header) { int i; // _savegameHeader SWAP32_U(header.checksum); SWAP32_U(header.varLength); SWAP32_U(header.screenId); SWAP32_U(header.runListId); SWAP32_U(header.feet_x); SWAP32_U(header.feet_y); SWAP32_U(header.music_id); // _object_hub SWAP32_S(header.player_hub.type); SWAP32_U(header.player_hub.logic_level); for (i = 0; i < TREE_SIZE; i++) { SWAP32_U(header.player_hub.logic[i]); SWAP32_U(header.player_hub.script_id[i]); SWAP32_U(header.player_hub.script_pc[i]); } // Object_logic SWAP32_S(header.logic.looping); SWAP32_S(header.logic.pause); // Object_graphic SWAP32_S(header.graphic.type); SWAP32_S(header.graphic.anim_resource); SWAP32_S(header.graphic.anim_pc); // Object_mega SWAP32_S(header.mega.currently_walking); SWAP32_S(header.mega.walk_pc); SWAP32_S(header.mega.scale_a); SWAP32_S(header.mega.scale_b); SWAP32_S(header.mega.feet_x); SWAP32_S(header.mega.feet_y); SWAP32_S(header.mega.current_dir); SWAP32_S(header.mega.colliding); SWAP32_S(header.mega.megaset_res); } #endif //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ // SAVE GAME //------------------------------------------------------------------------------------ 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 ); FillSaveBuffer(saveBufferMem, bufferSize, desc); //------------------------------------------------------ // save it (platform-specific) errorCode = SaveData( slotNo, saveBufferMem->ad, bufferSize ); // save the buffer //------------------------------------------------------ // free the buffer Free_mem( saveBufferMem ); //------------------------------------------------------ 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 } //------------------------------------------------------------------------------------ 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) // 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 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 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 #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++) { globalVars[i] = SWAP_BYTES_32(globalVars[i]); } #endif res_man.Res_close(1); // close variables resource //------------------------------------------------------ // 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 //------------------------------------------------------ } //------------------------------------------------------------------------------------ uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; uint32 itemsWritten; SaveFile *out; SaveFileManager *mgr = g_system->get_savefile_manager(); sprintf(saveFileName, "%s.%.3d", g_sword2->_game_name, slotNo); // construct filename if (!(out = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), true))) return(SR_ERR_FILEOPEN); // error: couldn't open file itemsWritten = out->write(buffer, bufferSize); // write the buffer 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) } //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ // RESTORE GAME //------------------------------------------------------------------------------------ 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 ); //------------------------------------------------------ // read the savegame file into our buffer errorCode = RestoreData( slotNo, saveBufferMem->ad, bufferSize ); // load savegame into buffer //------------------------------------------------------ // if it was read in successfully, then restore the game from the buffer & free the buffer 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 Free_mem( saveBufferMem ); // because RestoreFromBuffer would have freed it //------------------------------------------------------ return(errorCode); // game restored ok } //------------------------------------------------------------------------------------ uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; SaveFile *in; SaveFileManager *mgr = g_system->get_savefile_manager(); uint32 itemsRead; sprintf(saveFileName, "%s.%.3d", g_sword2->_game_name, slotNo); // construct filename if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) return(SR_ERR_FILEOPEN); // error: couldn't open file itemsRead = in->read(buffer, bufferSize); // read savegame into the buffer if (itemsRead == bufferSize) // if we successfully read it all { 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! //} } } //------------------------------------------------------------------------------------ uint32 RestoreFromBuffer(mem *buffer, uint32 size) { uint8 *varsRes; int32 pars[2]; 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) 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! } //------------------------------------------------------ // 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 // Note that during development, earlier savegames will often be shorter than the current expected length 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! } //---------------------------------- // 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) //---------------------------------- // 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)); res_man.Res_close(CUR_PLAYER_ID); PutPlayerStructures(); // fill in the 4 essential player object structures from the header //---------------------------------- // 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 #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++) { 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 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 //---------------------------------------------------------------------------- // (James01aug97) // Force in the new scroll position, so unsightly scroll-catch-up does not occur // when screen first draws after returning from restore panel 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.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! 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,"*************************************"); // Also write this to system debug file Zdebug("*************************************"); Zdebug("RESTORED GAME \"%s\"", g_header.description); Zdebug("*************************************"); #endif //-------------------------------------- return(SR_OK); // game restored ok } //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ // GetSaveDescription - PC version... //------------------------------------------------------------------------------------ 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 if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) return(SR_ERR_FILEOPEN); // error: couldn't open file in->read(&dummy, sizeof(_savegameHeader)); // read header delete in; delete mgr; sprintf((char*)description, dummy.description); return(SR_OK); } //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ 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; 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__); raw_script_ad = (char *)head; // (head+1) + sizeof(_object_hub); //get to raw script data 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; 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__); 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 ); null_pc=14; // script no. 14 - 'set_up_nico_anim_tables' 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? { case 36: // GeoMega: null_pc=9; // script no.9 - 'player_is_george' break; case 2003: // GeoMegaB: null_pc=13; // script no.13 - 'player_is_georgeB' break; case 1366: // NicMegaA: null_pc=11; // script no.11 - 'player_is_nicoA' break; case 1437: // NicMegaB: null_pc=12; // script no.12 - 'player_is_nicoB' break; case 1575: // NicMegaC: null_pc=10; // script no.10 - 'player_is_nicoC' break; } RunScript( raw_script_ad, raw_script_ad, &null_pc ); res_man.Res_close(CUR_PLAYER_ID); } //------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------ 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 // 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 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 } //------------------------------------------------------------------------------------ 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]; 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) ); // 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 ob_mega->colliding = 0; // reset this just in case 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 ob_logic->looping = 0; // reset looping flag (which would have been '1' during FN_walk) } return(IR_CONT); //makes no odds } //------------------------------------------------------------------------------------ uint32 CalcChecksum(uint8 *buffer, uint32 size) // (James05aug97) { uint32 total=0; uint32 pos; for (pos=0; pos