1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
|
/* Copyright (C) 1994-2005 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 "common/stdafx.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, including full path
#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
|