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/* Copyright (C) 1994-2004 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->open_savefile(saveFileName, getSavePath(), 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->open_savefile(saveFileName, getSavePath(), 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->open_savefile(saveFileName, getSavePath(), 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->open_savefile(saveFileName, getSavePath(), 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
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