/* 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 "stdafx.h" #include "bs2/driver/driver96.h" #include "bs2/console.h" #include "bs2/defs.h" #include "bs2/function.h" // for engine_logic, engine_graph, etc #include "bs2/interpreter.h" // for IR_CONT, etc #include "bs2/layers.h" #include "bs2/logic.h" #include "bs2/memory.h" #include "bs2/object.h" #include "bs2/protocol.h" #include "bs2/resman.h" #include "bs2/router.h" #include "bs2/save_rest.h" #include "bs2/scroll.h" // for Set_scrolling() #include "bs2/sound.h" #include "bs2/sword2.h" #include "bs2/walker.h" namespace Sword2 { // max length of a savegame filename, including full path #define MAX_FILENAME_LEN 128 static void GetPlayerStructures(void); static void PutPlayerStructures(void); 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); // savegame file header typedef struct { // sum of all bytes in file, excluding this uint32 uint32 checksum; // player's description of savegame char description[SAVE_DESCRIPTION_LEN]; 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 // copy of player character graphic structure Object_graphic graphic; Object_mega mega; // copy of player character mega structure } _savegameHeader; // savegame consists of header & global variables resource // global because easier to copy to/from player object structures static _savegameHeader g_header; #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(_savegameHeader &header) { int i; // _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); // _object_hub SWAP32(header.player_hub.type); SWAP32(header.player_hub.logic_level); for (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]); } // Object_logic SWAP32(header.logic.looping); SWAP32(header.logic.pause); // Object_graphic SWAP32(header.graphic.type); SWAP32(header.graphic.anim_resource); SWAP32(header.graphic.anim_pc); // Object_mega 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 GAME uint32 SaveGame(uint16 slotNo, uint8 *desc) { mem *saveBufferMem; uint32 bufferSize; uint32 errorCode; // allocate the savegame buffer bufferSize = FindBufferSize(); saveBufferMem = memory.allocMemory(bufferSize, MEM_locked, UID_savegame_buffer); FillSaveBuffer(saveBufferMem, bufferSize, desc); // save it (hopefully no longer platform-specific) // save the buffer errorCode = SaveData(slotNo, saveBufferMem->ad, bufferSize); // free the buffer memory.freeMemory(saveBufferMem); return errorCode; } // calculate size of required savegame buffer uint32 FindBufferSize(void) { // size of savegame header + size of global variables return sizeof(g_header) + res_man.fetchLen(1); } void FillSaveBuffer(mem *buffer, uint32 size, uint8 *desc) { uint8 *varsRes; // set up the g_header // 'checksum' gets filled in last of all // player's description of savegame sprintf(g_header.description, "%s", (char*) desc); // length of global variables resource g_header.varLength = res_man.fetchLen(1); // resource id of current screen file g_header.screenId = this_screen.background_layer_id; // resource id of current run-list g_header.runListId = g_logic.getRunList(); // those scroll position control things g_header.feet_x = this_screen.feet_x; g_header.feet_y = this_screen.feet_y; // id of currently looping music (or zero) g_header.music_id = looping_music_id; // object hub memcpy(&g_header.player_hub, res_man.open(CUR_PLAYER_ID) + sizeof(_standardHeader), sizeof(_object_hub)); res_man.close(CUR_PLAYER_ID); // logic, graphic & mega structures // copy the 4 essential player object structures into the header GetPlayerStructures(); // copy the header to the buffer #ifdef SCUMM_BIG_ENDIAN convertHeaderEndian(g_header); #endif // copy the header to the savegame buffer memcpy(buffer->ad, &g_header, sizeof(g_header)); // copy the global variables to the buffer // open variables resource varsRes = res_man.open(1); // copy that to the buffer, following the header memcpy(buffer->ad + sizeof(g_header), varsRes, FROM_LE_32(g_header.varLength)); #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 // close variables resource res_man.close(1); // 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)); } uint32 SaveData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; uint32 itemsWritten; SaveFile *out; SaveFileManager *mgr = g_system->get_savefile_manager(); // construct filename sprintf(saveFileName, "%s.%.3d", g_sword2->_targetName, slotNo); if (!(out = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), true))) { // error: couldn't open file delete mgr; return SR_ERR_FILEOPEN; } // write the buffer itemsWritten = out->write(buffer, bufferSize); delete out; delete mgr; // if we successfully wrote it all, then everything's ok if (itemsWritten == bufferSize) return SR_OK; // write failed for some reason (could be hard drive full) return SR_ERR_WRITEFAIL; } // RESTORE GAME uint32 RestoreGame(uint16 slotNo) { mem *saveBufferMem; uint32 bufferSize; uint32 errorCode; // allocate the savegame buffer bufferSize = FindBufferSize(); saveBufferMem = memory.allocMemory(bufferSize, MEM_locked, UID_savegame_buffer); // read the savegame file into our buffer // load savegame into buffer errorCode = RestoreData(slotNo, saveBufferMem->ad, bufferSize); // 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 { // because RestoreFromBuffer would have freed it memory.freeMemory(saveBufferMem); } return errorCode; } uint32 RestoreData(uint16 slotNo, uint8 *buffer, uint32 bufferSize) { char saveFileName[MAX_FILENAME_LEN]; SaveFile *in; SaveFileManager *mgr = g_system->get_savefile_manager(); uint32 itemsRead; // construct filename sprintf(saveFileName, "%s.%.3d", g_sword2->_targetName, slotNo); if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) { // error: couldn't open file delete mgr; return SR_ERR_FILEOPEN; } // read savegame into the buffer itemsRead = in->read(buffer, bufferSize); if (itemsRead == bufferSize) { // We successfully read it all delete in; delete mgr; return SR_OK; } else { // We didn't get all of it. /* // There is no ioFailed() function in SaveFile yet, I think. if (in->ioFailed()) { delete in; delete mgr; return SR_ERR_READFAIL; } */ delete in; delete mgr; // error: incompatible save-data - can't use! return SR_ERR_INCOMPATIBLE; } } uint32 RestoreFromBuffer(mem *buffer, uint32 size) { uint8 *varsRes; int32 pars[2]; // get a copy of the header from the savegame buffer memcpy(&g_header, buffer->ad, sizeof(g_header)); #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))) { memory.freeMemory(buffer); // error: incompatible save-data - can't use! 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 // Note that during development, earlier savegames will often be // shorter than the current expected length // if header contradicts actual current size of global variables if (g_header.varLength != res_man.fetchLen(1)) { memory.freeMemory(buffer); // error: incompatible save-data - can't use! return SR_ERR_INCOMPATIBLE; } // clean out system // trash all resources from memory except player object & global // variables res_man.killAll(false); // clean out the system kill list (no more objects to kill) g_logic.resetKillList(); // get player character data from savegame buffer // object hub is just after the standard header memcpy(res_man.open(CUR_PLAYER_ID) + sizeof(_standardHeader), &g_header.player_hub, sizeof(_object_hub)); res_man.close(CUR_PLAYER_ID); // fill in the 4 essential player object structures from the header PutPlayerStructures(); // get variables resource from the savegame buffer // open variables resource varsRes = res_man.open(1); // copy that to the buffer, following the header memcpy(varsRes, buffer->ad + sizeof(g_header), g_header.varLength ); #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 // close variables resource res_man.close(1); // free it now, rather than in RestoreGame, to unblock memory before // new screen & runlist loaded memory.freeMemory(buffer); pars[0] = g_header.screenId; pars[1] = 1; g_logic.fnInitBackground(pars); // So palette not restored immediately after control panel - we want to // fade up instead! this_screen.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 this_screen.feet_x = g_header.feet_x; this_screen.feet_y = g_header.feet_y; // start the new run list g_logic.expressChangeSession(g_header.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 'this_screen's record of player position // - ready for Set_scrolling() this_screen.player_feet_x = g_header.mega.feet_x; this_screen.player_feet_y = g_header.mega.feet_y; // if this screen is wide, recompute the scroll offsets now if (this_screen.scroll_flag) Set_scrolling(); // 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) debug(5, "RESTORED GAME \"%s\"", g_header.description); // game restored ok return SR_OK; } // GetSaveDescription - PC version... uint32 GetSaveDescription(uint16 slotNo, uint8 *description) { char saveFileName[MAX_FILENAME_LEN]; _savegameHeader dummy; SaveFile *in; SaveFileManager *mgr = g_system->get_savefile_manager(); // construct filename sprintf(saveFileName, "%s.%.3d", g_sword2->_targetName, slotNo); if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) { // error: couldn't open file delete mgr; return SR_ERR_FILEOPEN; } // read header in->read(&dummy, sizeof(_savegameHeader)); delete in; delete mgr; sprintf((char*) description, dummy.description); return SR_OK; } bool SaveExists(uint16 slotNo) { char saveFileName[MAX_FILENAME_LEN]; SaveFileManager *mgr = g_system->get_savefile_manager(); SaveFile *in; // construct filename sprintf(saveFileName, "%s.%.3d", g_sword2->_targetName, slotNo); if (!(in = mgr->open_savefile(saveFileName, g_sword2->getSavePath(), false))) { delete mgr; return false; } delete in; delete mgr; return true; } void GetPlayerStructures(void) { // request the player object structures which need saving // script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData uint32 null_pc = 7; char *raw_script_ad; _standardHeader *head; head = (_standardHeader*) res_man.open(CUR_PLAYER_ID); if (head->fileType != GAME_OBJECT) error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID); raw_script_ad = (char *) head; g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc); res_man.close(CUR_PLAYER_ID); } void PutPlayerStructures(void) { // 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; char *raw_script_ad; _standardHeader *head; head = (_standardHeader*) res_man.open(CUR_PLAYER_ID); if (head->fileType != GAME_OBJECT) error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID); raw_script_ad = (char *) head; // script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData null_pc = 8; g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc); // script no. 14 - 'set_up_nico_anim_tables' null_pc = 14; g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc); // which megaset was the player at the time of saving? switch (g_header.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; } g_logic.runScript(raw_script_ad, raw_script_ad, &null_pc); res_man.close(CUR_PLAYER_ID); } int32 Logic::fnPassPlayerSaveData(int32 *params) { // 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)); // makes no odds return IR_CONT; } int32 Logic::fnGetPlayerSaveData(int32 *params) { // reverse of fnPassPlayerSaveData // - 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 the player was walking when game was saved if (ob_mega->currently_walking) { // clear the flag ob_mega->currently_walking = 0; // pointer to object's graphic structure pars[0] = (int32) ob_graphic; // pointer to object's mega structure pars[1] = (int32) ob_mega; // target direction pars[2] = ob_mega->current_dir; // set player to stand fnStand(pars); // reset looping flag (which would have been '1' during fnWalk) ob_logic->looping = 0; } // makes no odds return IR_CONT; } uint32 CalcChecksum(uint8 *buffer, uint32 size) { uint32 total = 0; for (uint32 pos = 0; pos < size; pos++) total += buffer[pos]; return total; } } // End of namespace Sword2