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/* 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 = LLogic.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->_game_name, 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->_game_name, 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(0);
// clean out the system kill list (no more objects to kill)
LLogic.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;
FN_init_background(pars);
// (JEL08oct97) 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 FN_init_background
// 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
LLogic.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->_game_name, 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->_game_name, 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
// FN_pass_player_savedata
uint32 null_pc = 7;
char *raw_script_ad;
_standardHeader *head;
head = (_standardHeader*) res_man.open(CUR_PLAYER_ID);
if (head->fileType != GAME_OBJECT)
Con_fatal_error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
raw_script_ad = (char *) head;
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)
Con_fatal_error("incorrect CUR_PLAYER_ID=%d", CUR_PLAYER_ID);
raw_script_ad = (char *) head;
// script no. 8 - 'george_savedata_return' calls FN_get_player_savedata
null_pc = 8;
RunScript(raw_script_ad, raw_script_ad, &null_pc);
// script no. 14 - 'set_up_nico_anim_tables'
null_pc = 14;
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;
}
RunScript(raw_script_ad, raw_script_ad, &null_pc);
res_man.close(CUR_PLAYER_ID);
}
int32 FN_pass_player_savedata(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 FN_get_player_savedata(int32 *params) {
// reverse of FN_pass_player_savedata
// - 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
FN_stand(pars);
// reset looping flag (which would have been '1' during
// FN_walk)
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
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