/* Copyright (C) 1994-1998 Revolution Software Ltd. * Copyright (C) 2003-2005 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., 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 "common/stdafx.h" #include "common/savefile.h" #include "sword2/sword2.h" #include "sword2/defs.h" #include "sword2/interpreter.h" #include "sword2/logic.h" #include "sword2/memory.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 #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(Sword2Engine::SaveGameHeader &header) { // SaveGameHeader SWAP32(header.checksum); SWAP32(header.varLength); SWAP32(header.screenId); SWAP32(header.runListId); SWAP32(header.feet_x); SWAP32(header.feet_y); SWAP32(header.music_id); // ObjectHub SWAP32(header.player_hub.type); SWAP32(header.player_hub.logic_level); for (int i = 0; i < TREE_SIZE; i++) { SWAP32(header.player_hub.logic[i]); SWAP32(header.player_hub.script_id[i]); SWAP32(header.player_hub.script_pc[i]); } // ObjectLogic SWAP32(header.logic.looping); SWAP32(header.logic.pause); // ObjectGraphic SWAP32(header.graphic.type); SWAP32(header.graphic.anim_resource); SWAP32(header.graphic.anim_pc); // ObjectMega SWAP32(header.mega.currently_walking); SWAP32(header.mega.walk_pc); SWAP32(header.mega.scale_a); SWAP32(header.mega.scale_b); SWAP32(header.mega.feet_x); SWAP32(header.mega.feet_y); SWAP32(header.mega.current_dir); SWAP32(header.mega.megaset_res); } #endif /** * Save the game. */ uint32 Sword2Engine::saveGame(uint16 slotNo, byte *desc) { uint32 bufferSize = findBufferSize(); byte *saveBufferMem = (byte *) malloc(bufferSize); fillSaveBuffer(saveBufferMem, bufferSize, desc); uint32 errorCode = saveData(slotNo, saveBufferMem, bufferSize); free(saveBufferMem); return errorCode; } /** * Calculate size of required savegame buffer */ uint32 Sword2Engine::findBufferSize(void) { // Size of savegame header + size of global variables return sizeof(_saveGameHeader) + _resman->fetchLen(1); } void Sword2Engine::fillSaveBuffer(byte *buffer, uint32 size, byte *desc) { // Set up the _saveGameHeader. Checksum gets filled in last of all. strcpy(_saveGameHeader.description, (char *) desc); _saveGameHeader.varLength = _resman->fetchLen(1); _saveGameHeader.screenId = _thisScreen.background_layer_id; _saveGameHeader.runListId = _logic->getRunList(); _saveGameHeader.feet_x = _thisScreen.feet_x; _saveGameHeader.feet_y = _thisScreen.feet_y; _saveGameHeader.music_id = _loopingMusicId; memcpy(&_saveGameHeader.player_hub, _resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), sizeof(ObjectHub)); _resman->closeResource(CUR_PLAYER_ID); // Get the logic, graphic and mega structures getPlayerStructures(); #ifdef SCUMM_BIG_ENDIAN convertHeaderEndian(_saveGameHeader); #endif // Copy the header to the buffer, even though it isn't quite complete memcpy(buffer, &_saveGameHeader, sizeof(_saveGameHeader)); // Get the global variables byte *varsRes = _resman->openResource(1); memcpy(buffer + sizeof(_saveGameHeader), varsRes, FROM_LE_32(_saveGameHeader.varLength)); #ifdef SCUMM_BIG_ENDIAN uint32 *globalVars = (uint32 *) (buffer + sizeof(_saveGameHeader) + sizeof(StandardHeader)); const uint numVars = (FROM_LE_32(_saveGameHeader.varLength) - sizeof(StandardHeader)) / 4; for (uint i = 0; i < numVars; i++) globalVars[i] = SWAP_BYTES_32(globalVars[i]); #endif _resman->closeResource(1); // Finally, get the checksum _saveGameHeader.checksum = TO_LE_32(calcChecksum(buffer + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum))); // All done memcpy(buffer, &_saveGameHeader.checksum, sizeof(_saveGameHeader.checksum)); } uint32 Sword2Engine::saveData(uint16 slotNo, byte *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; sprintf(saveFileName, "%s.%.3d", _targetName.c_str(), slotNo); SaveFile *out; if (!(out = _saveFileMan->openSavefile(saveFileName, true))) { return SR_ERR_FILEOPEN; } uint32 itemsWritten = out->write(buffer, bufferSize); delete out; if (itemsWritten == bufferSize) return SR_OK; 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); // Force the game engine to pick a cursor. This appears to be needed // when using the -x command-line option to restore a game. _mouseTouching = 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); SaveFile *in; if (!(in = _saveFileMan->openSavefile(saveFileName, false))) { // 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) { // Get a copy of the header from the savegame buffer memcpy(&_saveGameHeader, buffer, sizeof(_saveGameHeader)); #ifdef SCUMM_BIG_ENDIAN convertHeaderEndian(_saveGameHeader); #endif // Calc checksum & check that aginst the value stored in the header if (_saveGameHeader.checksum != calcChecksum(buffer + sizeof(_saveGameHeader.checksum), size - sizeof(_saveGameHeader.checksum))) { free(buffer); 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. // Historical note: During development, earlier savegames would often // be shorter than the current expected length. if (_saveGameHeader.varLength != _resman->fetchLen(1)) { free(buffer); return SR_ERR_INCOMPATIBLE; } // Clean out system // Trash all resources from memory except player object & global vars _resman->killAll(false); // Clean out the system kill list (no more objects to kill) _logic->resetKillList(); // Object hub is just after the standard header memcpy(_resman->openResource(CUR_PLAYER_ID) + sizeof(StandardHeader), &_saveGameHeader.player_hub, sizeof(ObjectHub)); _resman->closeResource(CUR_PLAYER_ID); // Fill in the player object structures from the header putPlayerStructures(); // Copy variables from savegame buffer to memory byte *varsRes = _resman->openResource(1); memcpy(varsRes, buffer + sizeof(_saveGameHeader), _saveGameHeader.varLength); #ifdef SCUMM_BIG_ENDIAN uint32 *globalVars = (uint32 *) (varsRes + sizeof(StandardHeader)); const uint numVars = (_saveGameHeader.varLength - sizeof(StandardHeader)) / 4; for (uint i = 0; i < numVars; i++) globalVars[i] = SWAP_BYTES_32(globalVars[i]); #endif _resman->closeResource(1); // Free it now, rather than in RestoreGame, to unblock memory before // new screen & runlist loaded free(buffer); int32 pars[2]; pars[0] = _saveGameHeader.screenId; pars[1] = 1; _logic->fnInitBackground(pars); // So palette not restored immediately after control panel - we want to // fade up instead! _thisScreen.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. _thisScreen.feet_x = _saveGameHeader.feet_x; _thisScreen.feet_y = _saveGameHeader.feet_y; // Start the new run list _logic->expressChangeSession(_saveGameHeader.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 '_thisScreen's record of player position // - ready for setScrolling() _thisScreen.player_feet_x = _saveGameHeader.mega.feet_x; _thisScreen.player_feet_y = _saveGameHeader.mega.feet_y; // if this screen is wide, recompute the scroll offsets now if (_thisScreen.scroll_flag) setScrolling(); // Any music required will be started after we've returned from // restoreControl() - see systemMenuMouse() in mouse.cpp! _loopingMusicId = _saveGameHeader.music_id; // 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 (_loopingMusicId) { pars[0] = _loopingMusicId; 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); SaveFile *in; if (!(in = _saveFileMan->openSavefile(saveFileName, false))) { return SR_ERR_FILEOPEN; } SaveGameHeader dummy; in->read(&dummy, sizeof(dummy)); delete in; strcpy((char *) description, dummy.description); return SR_OK; } bool Sword2Engine::saveExists(void) { 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); SaveFile *in; if (!(in = _saveFileMan->openSavefile(saveFileName, false))) { return false; } delete in; return true; } /** * Request the player object structures which need saving. */ void Sword2Engine::getPlayerStructures(void) { StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID); assert(head->fileType == GAME_OBJECT); char *raw_script_ad = (char *) head; // Script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData uint32 null_pc = 7; _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); _resman->closeResource(CUR_PLAYER_ID); } /** * 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. */ void Sword2Engine::putPlayerStructures(void) { StandardHeader *head = (StandardHeader *) _resman->openResource(CUR_PLAYER_ID); assert(head->fileType == GAME_OBJECT); char *raw_script_ad = (char *) head; // Script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData uint32 null_pc = 8; _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); // Script no. 14 - 'set_up_nico_anim_tables' null_pc = 14; _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); // Which megaset was the player at the time of saving? switch (_saveGameHeader.mega.megaset_res) { 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; } _logic->runScript(raw_script_ad, raw_script_ad, &null_pc); _resman->closeResource(CUR_PLAYER_ID); } uint32 Sword2Engine::calcChecksum(byte *buffer, uint32 size) { uint32 total = 0; for (uint32 pos = 0; pos < size; pos++) total += buffer[pos]; return total; } /** * 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. */ int32 Logic::fnPassPlayerSaveData(int32 *params) { // 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(&_vm->_saveGameHeader.logic, _vm->_memory->decodePtr(params[0]), sizeof(ObjectLogic)); memcpy(&_vm->_saveGameHeader.graphic, _vm->_memory->decodePtr(params[1]), sizeof(ObjectGraphic)); memcpy(&_vm->_saveGameHeader.mega, _vm->_memory->decodePtr(params[2]), sizeof(ObjectMega)); return IR_CONT; } /** * Reverse of fnPassPlayerSaveData() - run script 8 of player object. */ int32 Logic::fnGetPlayerSaveData(int32 *params) { // params: 0 pointer to object's logic structure // 1 pointer to object's graphic structure // 2 pointer to object's mega structure byte *logic_ptr = _vm->_memory->decodePtr(params[0]); byte *graphic_ptr = _vm->_memory->decodePtr(params[1]); byte *mega_ptr = _vm->_memory->decodePtr(params[2]); // Copy from savegame header to player object memcpy(logic_ptr, &_vm->_saveGameHeader.logic, sizeof(ObjectLogic)); memcpy(graphic_ptr, &_vm->_saveGameHeader.graphic, sizeof(ObjectGraphic)); memcpy(mega_ptr, &_vm->_saveGameHeader.mega, sizeof(ObjectMega)); // Any walk-data must be cleared - the player will be set to stand if // he was walking when saved. ObjectMega *ob_mega = (ObjectMega *) mega_ptr; if (ob_mega->currently_walking) { ob_mega->currently_walking = 0; int32 pars[3]; pars[0] = params[1]; // ob_graphic; pars[1] = params[2]; // ob_mega pars[2] = ob_mega->current_dir; fnStand(pars); // Reset looping flag (which would have been 1 during fnWalk) ObjectLogic *ob_logic = (ObjectLogic *) logic_ptr; ob_logic->looping = 0; } return IR_CONT; } } // End of namespace Sword2