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This removes filename methods when it matched the Engine method. Secondly, ensuring there was an overriden getSaveStateName method for engines that didn't do the standard target.00x save filenames
416 lines
11 KiB
C++
416 lines
11 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1994-1998 Revolution Software Ltd.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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// ---------------------------------------------------------------------------
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// SAVE_REST.CPP save, restore & restart functions
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//
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// James 05feb97
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//
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// "Jesus Saves", but could he Restore or Restart? He can now...
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//
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// ---------------------------------------------------------------------------
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#include "common/memstream.h"
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#include "common/savefile.h"
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#include "common/textconsole.h"
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#include "sword2/sword2.h"
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#include "sword2/defs.h"
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#include "sword2/header.h"
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#include "sword2/logic.h"
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#include "sword2/object.h"
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#include "sword2/mouse.h"
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#include "sword2/resman.h"
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#include "sword2/saveload.h"
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#include "sword2/screen.h"
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#include "sword2/sound.h"
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namespace Sword2 {
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Common::String Sword2Engine::getSaveStateName(int slot) const {
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return Common::String::format("%s.%.3d", _targetName.c_str(), slot);
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}
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/**
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* Calculate size of required savegame buffer. A savegame consists of a header
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* and the global variables.
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*/
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uint32 Sword2Engine::findBufferSize() {
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return 212 + _resman->fetchLen(1);
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}
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/**
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* Save the game.
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*/
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uint32 Sword2Engine::saveGame(uint16 slotNo, const byte *desc) {
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char description[SAVE_DESCRIPTION_LEN];
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uint32 bufferSize = findBufferSize();
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byte *saveBuffer = (byte *)malloc(bufferSize);
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ScreenInfo *screenInfo = _screen->getScreenInfo();
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memset(description, 0, sizeof(description));
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strncpy(description, (const char *)desc, SAVE_DESCRIPTION_LEN - 1);
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Common::MemoryWriteStream writeS(saveBuffer, bufferSize);
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byte *globalVars = _resman->openResource(1);
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byte *objectHub = _resman->openResource(CUR_PLAYER_ID) + ResHeader::size();
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// Script no. 7 - 'george_savedata_request' calls fnPassPlayerSaveData
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_logic->runResScript(CUR_PLAYER_ID, 7);
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writeS.writeUint32LE(0); // Checksum
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writeS.write(description, SAVE_DESCRIPTION_LEN);
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writeS.writeUint32LE(_resman->fetchLen(1));
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writeS.writeUint32LE(screenInfo->background_layer_id);
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writeS.writeUint32LE(_logic->getRunList());
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writeS.writeUint32LE(screenInfo->feet_x);
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writeS.writeUint32LE(screenInfo->feet_y);
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writeS.writeUint32LE(_sound->getLoopingMusicId());
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writeS.write(objectHub, ObjectHub::size());
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writeS.write(_logic->_saveLogic, ObjectLogic::size());
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writeS.write(_logic->_saveGraphic, ObjectGraphic::size());
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writeS.write(_logic->_saveMega, ObjectMega::size());
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writeS.write(globalVars, _resman->fetchLen(1));
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WRITE_LE_UINT32(saveBuffer, calcChecksum(saveBuffer + 4, bufferSize - 4));
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_resman->closeResource(CUR_PLAYER_ID);
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_resman->closeResource(1);
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uint32 errorCode = saveData(slotNo, saveBuffer, bufferSize);
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free(saveBuffer);
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if (errorCode != SR_OK) {
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uint32 textId;
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switch (errorCode) {
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case SR_ERR_FILEOPEN:
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textId = TEXT_SAVE_CANT_OPEN;
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break;
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default:
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textId = TEXT_SAVE_FAILED;
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break;
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}
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_screen->displayMsg(fetchTextLine(_resman->openResource(textId / SIZE), textId & 0xffff) + 2, 0);
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}
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return errorCode;
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}
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uint32 Sword2Engine::saveData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
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Common::String saveFileName = getSaveStateName(slotNo);
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Common::OutSaveFile *out;
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if (!(out = _saveFileMan->openForSaving(saveFileName))) {
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return SR_ERR_FILEOPEN;
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}
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out->write(buffer, bufferSize);
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out->finalize();
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if (!out->err()) {
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delete out;
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return SR_OK;
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}
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delete out;
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return SR_ERR_WRITEFAIL;
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}
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/**
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* Restore the game.
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*/
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uint32 Sword2Engine::restoreGame(uint16 slotNo) {
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uint32 bufferSize = findBufferSize();
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byte *saveBufferMem = (byte *)malloc(bufferSize);
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uint32 errorCode = restoreData(slotNo, saveBufferMem, bufferSize);
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// If it was read in successfully, then restore the game from the
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// buffer & free the buffer. Note that restoreFromBuffer() frees the
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// buffer in order to clear it from memory before loading in the new
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// screen and runlist, so we only need to free it in case of failure.
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if (errorCode == SR_OK)
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errorCode = restoreFromBuffer(saveBufferMem, bufferSize);
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else
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free(saveBufferMem);
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if (errorCode != SR_OK) {
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uint32 textId;
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switch (errorCode) {
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case SR_ERR_FILEOPEN:
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textId = TEXT_RESTORE_CANT_OPEN;
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break;
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case SR_ERR_INCOMPATIBLE:
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textId = TEXT_RESTORE_INCOMPATIBLE;
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break;
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default:
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textId = TEXT_RESTORE_FAILED;
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break;
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}
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_screen->displayMsg(fetchTextLine(_resman->openResource(textId / SIZE), textId & 0xffff) + 2, 0);
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} else {
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// Prime system with a game cycle
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// Reset the graphic 'BuildUnit' list before a new logic list
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// (see fnRegisterFrame)
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_screen->resetRenderLists();
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// Reset the mouse hot-spot list. See fnRegisterMouse()
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// and fnRegisterFrame()
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_mouse->resetMouseList();
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if (_logic->processSession())
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error("restore 1st cycle failed??");
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}
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// Force the game engine to pick a cursor. This appears to be needed
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// when using the -x command-line option to restore a game.
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_mouse->setMouseTouching(1);
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return errorCode;
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}
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uint32 Sword2Engine::restoreData(uint16 slotNo, byte *buffer, uint32 bufferSize) {
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Common::String saveFileName = getSaveStateName(slotNo);
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Common::InSaveFile *in;
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if (!(in = _saveFileMan->openForLoading(saveFileName))) {
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// error: couldn't open file
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return SR_ERR_FILEOPEN;
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}
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// Read savegame into the buffer
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uint32 itemsRead = in->read(buffer, bufferSize);
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delete in;
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if (itemsRead != bufferSize) {
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// We didn't get all of it. At the moment we have no way of
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// knowing why, so assume that it's an incompatible savegame.
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return SR_ERR_INCOMPATIBLE;
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}
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return SR_OK;
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}
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uint32 Sword2Engine::restoreFromBuffer(byte *buffer, uint32 size) {
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Common::MemoryReadStream readS(buffer, size);
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// Calc checksum & check that aginst the value stored in the header
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if (readS.readUint32LE() != calcChecksum(buffer + 4, size - 4)) {
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free(buffer);
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return SR_ERR_INCOMPATIBLE;
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}
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readS.seek(SAVE_DESCRIPTION_LEN, SEEK_CUR);
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// Check savegame against length of current global variables resource
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// This would most probably be trapped by the checksum test anyway,
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// but it doesn't do any harm to check this as well.
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// Historical note: During development, earlier savegames would often
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// be shorter than the current expected length.
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if (readS.readUint32LE() != _resman->fetchLen(1)) {
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free(buffer);
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return SR_ERR_INCOMPATIBLE;
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}
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byte *globalVars = _resman->openResource(1);
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byte *objectHub = _resman->openResource(CUR_PLAYER_ID) + ResHeader::size();
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uint32 screenId = readS.readUint32LE();
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uint32 runListId = readS.readUint32LE();
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uint32 feetX = readS.readUint32LE();
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uint32 feetY = readS.readUint32LE();
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uint32 musicId = readS.readUint32LE();
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// Trash all resources from memory except player object & global vars
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_resman->killAll(false);
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_logic->resetKillList();
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readS.read(objectHub, ObjectHub::size());
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readS.read(_logic->_saveLogic, ObjectLogic::size());
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readS.read(_logic->_saveGraphic, ObjectGraphic::size());
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readS.read(_logic->_saveMega, ObjectMega::size());
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// Fill out the player object structures from the savegame structures.
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// Also run the appropriate scripts to set up George's anim tables and
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// walkdata, and Nico's anim tables.
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// Script no. 8 - 'george_savedata_return' calls fnGetPlayerSaveData
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_logic->runResScript(CUR_PLAYER_ID, 8);
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// Script no. 14 - 'set_up_nico_anim_tables'
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_logic->runResScript(CUR_PLAYER_ID, 14);
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// Which megaset was the player at the time of saving?
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ObjectMega obMega(_logic->_saveMega);
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uint32 scriptNo = 0;
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switch (obMega.getMegasetRes()) {
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case 36: // GeoMega:
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scriptNo = 9; // script no.9 - 'player_is_george'
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break;
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case 2003: // GeoMegaB:
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scriptNo = 13; // script no.13 - 'player_is_georgeB'
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break;
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case 1366: // NicMegaA:
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scriptNo = 11; // script no.11 - 'player_is_nicoA'
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break;
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case 1437: // NicMegaB:
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scriptNo = 12; // script no.12 - 'player_is_nicoB'
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break;
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case 1575: // NicMegaC:
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scriptNo = 10; // script no.10 - 'player_is_nicoC'
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break;
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default:
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break;
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}
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_logic->runResScript(CUR_PLAYER_ID, scriptNo);
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// Copy variables from savegame buffer to memory
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readS.read(globalVars, _resman->fetchLen(1));
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_resman->closeResource(CUR_PLAYER_ID);
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_resman->closeResource(1);
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free(buffer);
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int32 pars[2];
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pars[0] = screenId;
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pars[1] = 1;
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_logic->fnInitBackground(pars);
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ScreenInfo *screenInfo = _screen->getScreenInfo();
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// So palette not restored immediately after control panel - we want to
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// fade up instead!
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screenInfo->new_palette = 99;
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// These need setting after the defaults get set in fnInitBackground.
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// Remember that these can change through the game, so need saving &
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// restoring too.
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screenInfo->feet_x = feetX;
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screenInfo->feet_y = feetY;
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// Start the new run list
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_logic->expressChangeSession(runListId);
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// Force in the new scroll position, so unsightly scroll-catch-up does
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// not occur when screen first draws after returning from restore panel
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// Set the screen record of player position - ready for setScrolling()
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screenInfo->player_feet_x = obMega.getFeetX();
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screenInfo->player_feet_y = obMega.getFeetY();
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// if this screen is wide, recompute the scroll offsets now
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if (screenInfo->scroll_flag)
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_screen->setScrolling();
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// Any music required will be started after we've returned from
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// restoreControl() - see systemMenuMouse() in mouse.cpp!
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// Restart any looping music. Originally this was - and still is - done
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// in systemMenuMouse(), but with ScummVM we have other ways of
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// restoring savegames so it's easier to put it here as well.
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if (musicId) {
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pars[0] = musicId;
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pars[1] = FX_LOOP;
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_logic->fnPlayMusic(pars);
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} else
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_logic->fnStopMusic(NULL);
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return SR_OK;
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}
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/**
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* Get the description of a savegame
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*/
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uint32 Sword2Engine::getSaveDescription(uint16 slotNo, byte *description) {
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Common::String saveFileName = getSaveStateName(slotNo);
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Common::InSaveFile *in;
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if (!(in = _saveFileMan->openForLoading(saveFileName))) {
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return SR_ERR_FILEOPEN;
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}
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in->readUint32LE();
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in->read(description, SAVE_DESCRIPTION_LEN);
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delete in;
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return SR_OK;
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}
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bool Sword2Engine::saveExists() {
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Common::String pattern = _targetName + ".???";
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Common::StringArray filenames = _saveFileMan->listSavefiles(pattern);
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return !filenames.empty();
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}
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bool Sword2Engine::saveExists(uint16 slotNo) {
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Common::String saveFileName = getSaveStateName(slotNo);
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Common::InSaveFile *in;
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if (!(in = _saveFileMan->openForLoading(saveFileName))) {
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return false;
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}
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delete in;
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return true;
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}
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uint32 Sword2Engine::calcChecksum(byte *buffer, uint32 size) {
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uint32 total = 0;
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for (uint32 pos = 0; pos < size; pos++)
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total += buffer[pos];
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return total;
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}
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} // End of namespace Sword2
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