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/* 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.
*
* 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.
*
*/
#include "agility.h"
#include "interp.h"
#include "exec.h"
namespace Glk {
namespace AGT {
#define SAVE_UNDO
#define DEBUG_SAVE_SIZE 0
long state_size;
/*-------------------------------------------------------------------*/
/* INITIALISATION ROUTINES */
/* These initialize all of the values that can be derived from */
/* other data in the game file or that are reset when a game */
/* is restored */
/* See parser.c for the interpreter's main initialisation routines */
void init_vals(void)
/* Compute quantities that can be deduced from existing data */
{
int i;
quitflag = winflag = deadflag = endflag = 0;
cmd_saveable = 0;
last_he = last_she = last_it = 0;
totwt = totsize = 0;
for (i = 0; i <= maxroom - first_room; i++)
room[i].contents = 0;
player_contents = player_worn = 0;
for (i = 0; i <= maxnoun - first_noun; i++) {
if (player_has(i + first_noun)) totwt += noun[i].weight;
if (noun[i].location == 1) totsize += noun[i].size;
noun[i].something_pos_near_noun = 0;
noun[i].contents = noun[i].next = 0;
}
for (i = 0; i <= maxcreat - first_creat; i++)
creature[i].contents = creature[i].next = 0;
for (i = 0; i <= maxnoun - first_noun; i++) {
add_object(noun[i].location, i + first_noun);
if (noun[i].nearby_noun >= first_noun &&
noun[i].nearby_noun <= maxnoun)
noun[noun[i].nearby_noun - first_noun].something_pos_near_noun = 1;
}
for (i = 0; i <= maxcreat - first_creat; i++)
add_object(creature[i].location, i + first_creat);
objscore = 0; /* Will need to recompute this ... */
}
/*-------------------------------------------------------------------*/
/* ROUTINES TO SAVE/RESTORE THE GAME STATE */
/* These are used by RESTART and UNDO as well as SAVE and RESTORE */
/* Game State format: */
/* The first two bytes indicate the length of the block (unsigned).*/
/* The next two bytes indicate the game file somehow (so we don't try to */
/* restore to a different game). */
/* After this comes the game information itself. */
/* All values are still little-endian (that is, LSB first) */
/* These are the macros for writing game information to the state block */
/* There is no difference between signed and unsigned when storing them;
there will be problems when recovering them again. */
#define g(ft,var) {ft,DT_DEFAULT,&var,0}
#define r(ft,str,f) {ft,DT_DEFAULT,NULL,offsetof(str,f)}
#define dptype {FT_DESCPTR,DT_DESCPTR,NULL,0}
static file_info fi_savehead[] = {
g(FT_INT16, loc), g(FT_INT32, tscore), g(FT_INT16, turncnt),
g(FT_BYTE, statusmode),
g(FT_BOOL, first_visit_flag), g(FT_BOOL, newlife_flag),
g(FT_BOOL, room_firstdesc), g(FT_BOOL, verboseflag),
g(FT_BOOL, notify_flag), g(FT_BOOL, listexit_flag),
g(FT_BOOL, menu_mode), g(FT_BOOL, sound_on),
g(FT_BOOL, agt_answer), g(FT_INT32, agt_number),
g(FT_INT16, curr_time), g(FT_INT16, curr_lives),
g(FT_INT16, delta_time),
endrec
};
static file_info fi_saveroom[] = {
dptype,
r(FT_BOOL, room_rec, seen),
r(FT_BOOL, room_rec, locked_door),
r(FT_INT16, room_rec, oclass),
r(FT_INT16, room_rec, points),
r(FT_INT16, room_rec, light),
r(FT_PATHARRAY, room_rec, path),
r(FT_UINT32, room_rec, flag_noun_bits),
endrec
};
static file_info fi_savenoun[] = {
dptype,
r(FT_INT16, noun_rec, location),
r(FT_INT16, noun_rec, nearby_noun),
r(FT_INT16, noun_rec, num_shots),
r(FT_INT16, noun_rec, initdesc),
r(FT_INT16, noun_rec, oclass),
r(FT_INT16, noun_rec, points),
r(FT_INT16, noun_rec, weight),
r(FT_INT16, noun_rec, size),
r(FT_BOOL, noun_rec, on),
r(FT_BOOL, noun_rec, open),
r(FT_BOOL, noun_rec, locked),
r(FT_BOOL, noun_rec, movable),
r(FT_BOOL, noun_rec, seen),
r(FT_WORD, noun_rec, pos_prep),
r(FT_WORD, noun_rec, pos_name),
endrec
};
static file_info fi_savecreat[] = {
dptype,
r(FT_INT16, creat_rec, location),
r(FT_INT16, creat_rec, counter),
r(FT_INT16, creat_rec, timecounter),
r(FT_INT16, creat_rec, initdesc),
r(FT_INT16, creat_rec, oclass),
r(FT_INT16, creat_rec, points),
r(FT_BOOL, creat_rec, groupmemb),
r(FT_BOOL, creat_rec, hostile),
r(FT_BOOL, creat_rec, seen),
endrec
};
static file_info fi_saveustr[] = {
{FT_TLINE, DT_DEFAULT, NULL, 0},
endrec
};
uchar *getstate(uchar *gs)
/* Returns block containing game state.
If gs!=NULL, uses that space as a buffer;
if gs==NULL, we malloc a new block and return it */
{
rbool new_block; /* True if we allocate a new block */
long bp;
if (gs == NULL) {
rm_trap = 0; /* Don't exit on out-of-memory condition */
gs = (uchar *)rmalloc(state_size); /* This should be enough. */
rm_trap = 1;
if (gs == NULL) /* This is why we set rm_trap to 0 before calling rmalloc */
return NULL;
new_block = 1;
} else new_block = 0;
/* First two bytes reserved for block size, which we don't know yet.*/
gs[4] = game_sig & 0xFF;
gs[5] = (game_sig >> 8) & 0xFF;
tscore -= objscore; /* Only include "permanent" part of score;
objscore we can recompute on RESTORE */
/* Need to setup here */
set_internal_buffer(gs);
fi_saveroom[0].ptr = room_ptr;
fi_savenoun[0].ptr = noun_ptr;
fi_savecreat[0].ptr = creat_ptr;
bp = 6;
bp += write_globalrec(fi_savehead, bp);
bp += write_recblock(flag, FT_BYTE, FLAG_NUM + 1, bp);
bp += write_recblock(agt_counter, FT_INT16, CNT_NUM + 1, bp);
bp += write_recblock(agt_var, FT_INT32, VAR_NUM + 1, bp);
bp += write_recarray(room, sizeof(room_rec), rangefix(maxroom - first_room + 1),
fi_saveroom, bp);
bp += write_recarray(noun, sizeof(noun_rec), rangefix(maxnoun - first_noun + 1),
fi_savenoun, bp);
bp += write_recarray(creature, sizeof(creat_rec),
rangefix(maxcreat - first_creat + 1),
fi_savecreat, bp);
if (userstr != NULL)
bp += write_recarray(userstr, sizeof(tline), MAX_USTR, fi_saveustr, bp);
if (objflag != NULL)
bp += write_recblock(objflag, FT_BYTE, objextsize(0), bp);
if (objprop != NULL)
bp += write_recblock(objprop, FT_INT32, objextsize(1), bp);
set_internal_buffer(NULL);
gs[0] = bp & 0xFF;
gs[1] = (bp >> 8) & 0xFF;
gs[2] = (bp >> 16) & 0xFF;
gs[3] = (bp >> 24) & 0x7F; /* Don't trust top bit */
if (new_block)
gs = (uchar *)rrealloc(gs, bp);
tscore += objscore;
return gs;
}
void putstate(uchar *gs) { /* Restores games state. */
long size, bp, numrec, i;
size = gs[0] + (((long)gs[1]) << 8) + (((long)gs[2]) << 16) + (((long)gs[3]) << 24);
if (size != state_size) {
writeln("Size difference in save files!");
agt_delay(3);
return;
}
if (gs[4] + (((long)gs[5]) << 8) != game_sig) {
writestr("This appears to be a save file for a different game. Is this"
" from an earlier chapter in a multi-part game such as"
" Klaustrophobia");
if (yesno("?"))
skip_descr = 1; /* We don't want to overwrite the descriptions
with the pointers from the save file. */
else {
writestr("Do you want to try using it anyhow (WARNING: This could"
" crash the interpreter)");
if (!(yesno("?"))) {
writeln("Command cancelled!");
agt_delay(3);
return;
}
}
}
/* setup... */
set_internal_buffer(gs);
fi_saveroom[0].ptr = room_ptr;
fi_savenoun[0].ptr = noun_ptr;
fi_savecreat[0].ptr = creat_ptr;
bp = 6;
read_globalrec(fi_savehead, 0, bp, 0);
bp += compute_recsize(fi_savehead);
read_recblock(flag, FT_BYTE, FLAG_NUM + 1, bp, 0);
bp += ft_leng[FT_BYTE] * (FLAG_NUM + 1);
read_recblock(agt_counter, FT_INT16, CNT_NUM + 1, bp, 0);
bp += ft_leng[FT_INT16] * (CNT_NUM + 1);
read_recblock(agt_var, FT_INT32, VAR_NUM + 1, bp, 0);
bp += ft_leng[FT_INT32] * (VAR_NUM + 1);
numrec = rangefix(maxroom - first_room + 1);
read_recarray(room, sizeof(room_rec), numrec, fi_saveroom, 0, bp, 0);
bp += compute_recsize(fi_saveroom) * numrec;
numrec = rangefix(maxnoun - first_noun + 1);
read_recarray(noun, sizeof(noun_rec), numrec, fi_savenoun, 0, bp, 0);
bp += compute_recsize(fi_savenoun) * numrec;
numrec = rangefix(maxcreat - first_creat + 1);
read_recarray(creature, sizeof(creat_rec), numrec, fi_savecreat, 0, bp, 0);
bp += compute_recsize(fi_savecreat) * numrec;
if (userstr != NULL) {
read_recarray(userstr, sizeof(tline), MAX_USTR, fi_saveustr, 0, bp, 0);
bp += ft_leng[FT_TLINE] * MAX_USTR;
}
if (objflag != NULL) {
i = objextsize(0);
read_recblock(objflag, FT_BYTE, i, bp, 0);
bp += ft_leng[FT_BYTE] * i;
}
if (objprop != NULL) {
i = objextsize(1);
read_recblock(objprop, FT_INT32, i, bp, 0);
bp += ft_leng[FT_INT32] * i;
}
set_internal_buffer(NULL);
if (skip_descr) /* Need to "fix" position information. This is a hack. */
/* Basically, this sets the position of each object to its default */
/* The problem here is that the usual position info is invalid-- we've
changed games, and hence dictionaries */
for (i = 0; i < maxnoun - first_noun; i++) {
if (noun[i].position != NULL && noun[i].position[0] != 0)
noun[i].pos_prep = -1;
else noun[i].pos_prep = 0;
}
else /* Rebuild position information */
for (i = 0; i < maxnoun - first_noun; i++)
if (noun[i].pos_prep == -1)
noun[i].position = noun[i].initpos;
else
noun[i].position = NULL;
init_vals();
skip_descr = 0; /* If we set this to 1, restore it to its original state */
/* Now do some simple consistancy checking on major variables */
if (loc > maxroom || loc < 0 || turncnt < 0 ||
curr_lives < 0 || curr_lives > max_lives) {
error("Error: Save file inconsistent.");
}
}
void init_state_sys(void)
/* Initializes the state saving mechanisms */
/* Mainly it just computes the size of a state block */
{
state_size = compute_recsize(fi_savehead)
+ compute_recsize(fi_saveroom) * rangefix(maxroom - first_room + 1)
+ compute_recsize(fi_savenoun) * rangefix(maxnoun - first_noun + 1)
+ compute_recsize(fi_savecreat) * rangefix(maxcreat - first_creat + 1)
+ ft_leng[FT_BYTE] * (FLAG_NUM + 1)
+ ft_leng[FT_INT16] * (CNT_NUM + 1)
+ ft_leng[FT_INT32] * (VAR_NUM + 1)
+ ft_leng[FT_BYTE] * objextsize(0)
+ ft_leng[FT_INT32] * objextsize(1)
+ 6; /* Six bytes in header */
if (userstr != NULL) state_size += ft_leng[FT_TLINE] * MAX_USTR;
}
/*-------------------------------------------------------------------*/
/* SAVE FILE ROUTINES */
void savegame(void) {
genfile savefile;
uchar *gs;
long size;
#ifndef UNDO_SAVE
gs = getstate(NULL);
#else
gs = undo_state;
#endif
if (gs == NULL) {
writeln("Insufficiant memory to support SAVE.");
return;
}
savefile = get_user_file(1);
if (!filevalid(savefile, fSAV)) {
writeln("That is not a valid save file.");
return;
}
size = gs[0] + (((long)gs[1]) << 8) + (((long)gs[2]) << 16) + (((long)gs[3]) << 24);
if (!binwrite(savefile, gs, size, 1, 0))
writeln("Error writing save file.");
#ifndef UNDO_SAVE
rfree(gs);
#endif
writeclose(savefile, NO_FILE_ID);
}
rbool loadgame(void)
/* 1=success, 0=failure */
{
genfile loadfile;
long size;
uchar *gs;
const char *errstr;
loadfile = get_user_file(2);
if (!filevalid(loadfile, fSAV)) {
writeln("Unable to open file.");
return 0;
}
size = binsize(loadfile);
if (size == -1) {
writeln("Could not access file.");
readclose(loadfile);
return 0;
}
gs = (uchar *)rmalloc(size);
if (!binread(loadfile, gs, size, 1, &errstr)) {
writeln("Error reading file.");
rfree(gs);
readclose(loadfile);
return 0;
}
readclose(loadfile);
if (size != gs[0] + (((long)gs[1]) << 8) + (((long)gs[2]) << 16) + (((long)gs[3]) << 24)) {
if (size == gs[0] + (((long)gs[1]) << 8)) {
/* Old save file format; patch to look like new format */
gs = (uchar *)rrealloc(gs, size + 2);
memmove(gs + 4, gs + 2, size - 2);
gs[2] = gs[3] = 0;
} else {
writeln("Save file corrupted or invalid.");
rfree(gs);
return 0;
}
}
putstate(gs);
rfree(gs);
set_statline();
look_room();
return 1;
}
void restart_game(void) {
putstate(restart_state);
agt_clrscr();
set_statline();
do_look = do_autoverb = 1;
if (intro_ptr.size > 0) {
print_descr(intro_ptr, 1);
wait_return();
agt_clrscr();
}
newroom();
}
} // End of namespace AGT
} // End of namespace Glk
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