scummvm/sword2/save_rest.cpp
Torbjörn Andersson 7c4cc25cec Enable the debug console. Actually, what I've done is to adapt the debug
console from the SCUMM engine. I decided that would be easier than to clean
up the original console code.

Unfortunately there's a bunch of code that I just copied - a pretty lousy
form of code-reusal. It'd be nice if the console could be made part of the
Engine class, or something like that.

Most of the debug commands seem to be working. Some aren't relevant for
ScummVM, and some are a bit obscure so I'm not quite sure what they're
supposed to be doing.

svn-id: r10978
2003-10-26 15:42:49 +00:00

655 lines
18 KiB
C++

/* 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