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gob - Preliminar saveload for Fascination
svn-id: r45937
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8d99384ab9
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@ -135,6 +135,70 @@ protected:
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SaveFile *getSaveFile(const char *fileName);
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};
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/** Save/Load class for Fascination. */
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class SaveLoad_Fascination : public SaveLoad {
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public:
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static const uint32 kSlotCount = 15;
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static const uint32 kSlotNameLength = 40;
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/** The index. kSlotCount * kSlotNameLength bytes. */
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static const uint32 kIndexSize = kSlotCount * kSlotNameLength;
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SaveLoad_Fascination(GobEngine *vm, const char *targetName);
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virtual ~SaveLoad_Fascination();
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SaveMode getSaveMode(const char *fileName) const;
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protected:
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struct SaveFile {
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const char *sourceName;
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SaveMode mode;
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SaveHandler *handler;
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const char *description;
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};
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/** Handles the save slots. */
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class GameHandler : public SaveHandler {
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public:
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GameHandler(GobEngine *vm, const char *target);
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~GameHandler();
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int32 getSize();
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bool load(int16 dataVar, int32 size, int32 offset);
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bool save(int16 dataVar, int32 size, int32 offset);
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private:
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/** Slot file construction. */
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class File : public SlotFileIndexed {
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public:
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File(GobEngine *vm, const char *base);
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~File();
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int getSlot(int32 offset) const;
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int getSlotRemainder(int32 offset) const;
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};
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byte _index[kIndexSize];
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bool _hasIndex;
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File *_slotFile;
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void buildIndex(byte *buffer) const;
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};
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static SaveFile _saveFiles[];
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GameHandler *_gameHandler;
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NotesHandler *_notesHandler;
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TempSpriteHandler *_tempSpriteHandler;
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SaveHandler *getHandler(const char *fileName) const;
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const char *getDescription(const char *fileName) const;
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const SaveFile *getSaveFile(const char *fileName) const;
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SaveFile *getSaveFile(const char *fileName);
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};
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/** Save/Load class for Goblins 3 and Lost in Time. */
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class SaveLoad_v3 : public SaveLoad {
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public:
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332
engines/gob/save/saveload_Fascination.cpp
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332
engines/gob/save/saveload_Fascination.cpp
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@ -0,0 +1,332 @@
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/* 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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* 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#include "gob/save/saveload.h"
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#include "gob/save/saveconverter.h"
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#include "gob/inter.h"
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#include "gob/variables.h"
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namespace Gob {
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SaveLoad_Fascination::SaveFile SaveLoad_Fascination::_saveFiles[] = {
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{ "cat.cat", kSaveModeSave, 0, "savegame catalog"},
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{ "save0.inf", kSaveModeSave, 0, "savegame"},
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{ "save1.inf", kSaveModeSave, 0, "savegame"},
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{ "save2.inf", kSaveModeSave, 0, "savegame"},
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{ "save3.inf", kSaveModeSave, 0, "savegame"},
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{ "save4.inf", kSaveModeSave, 0, "savegame"},
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{ "save5.inf", kSaveModeSave, 0, "savegame"},
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{ "save6.inf", kSaveModeSave, 0, "savegame"},
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{ "save7.inf", kSaveModeSave, 0, "savegame"},
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{ "save8.inf", kSaveModeSave, 0, "savegame"},
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{ "save9.inf", kSaveModeSave, 0, "savegame"},
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{ "save10.inf", kSaveModeSave, 0, "savegame"},
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{ "save11.inf", kSaveModeSave, 0, "savegame"},
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{ "save12.inf", kSaveModeSave, 0, "savegame"},
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{ "save13.inf", kSaveModeSave, 0, "savegame"},
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{ "save14.inf", kSaveModeSave, 0, "savegame"},
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};
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SaveLoad_Fascination::GameHandler::File::File(GobEngine *vm, const char *base) :
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SlotFileIndexed(vm, SaveLoad_Fascination::kSlotCount, base, "s") {
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}
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SaveLoad_Fascination::GameHandler::File::~File() {
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}
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int SaveLoad_Fascination::GameHandler::File::getSlot(int32 offset) const {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return -1;
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return ((offset - kIndexSize) / varSize);
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}
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int SaveLoad_Fascination::GameHandler::File::getSlotRemainder(int32 offset) const {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return -1;
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return ((offset - kIndexSize) % varSize);
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}
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SaveLoad_Fascination::GameHandler::GameHandler(GobEngine *vm, const char *target) : SaveHandler(vm) {
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memset(_index, 0, kIndexSize);
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_hasIndex = false;
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_slotFile = new File(vm, target);
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}
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SaveLoad_Fascination::GameHandler::~GameHandler() {
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delete _slotFile;
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}
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int32 SaveLoad_Fascination::GameHandler::getSize() {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return -1;
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return _slotFile->tallyUpFiles(varSize, kIndexSize);
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}
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bool SaveLoad_Fascination::GameHandler::load(int16 dataVar, int32 size, int32 offset) {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return false;
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if (size == 0) {
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// Indicator to load all variables
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dataVar = 0;
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size = varSize;
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}
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if (offset == 0) {
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// Save index
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if (((uint32) size) != kIndexSize) {
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warning("Requested index has wrong size (%d)", size);
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return false;
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}
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// Create/Fake the index
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buildIndex(_vm->_inter->_variables->getAddressOff8(dataVar));
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} else {
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// Save slot, whole variable block
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uint32 slot = _slotFile->getSlot(offset);
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int slotRem = _slotFile->getSlotRemainder(offset);
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debugC(2, kDebugSaveLoad, "Loading from slot %d", slot);
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if ((slot >= kSlotCount) || (slotRem != 0) ||
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(dataVar != 0) || (((uint32) size) != varSize)) {
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warning("Invalid loading procedure (%d, %d, %d, %d, %d)",
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dataVar, size, offset, slot, slotRem);
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return false;
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}
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Common::String slotFile = _slotFile->build(slot);
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SaveReader *reader = 0;
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// New save, load directly
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reader = new SaveReader(2, slot, slotFile);
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SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(), 0,
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_vm->getEndianness(), varSize);
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SavePartVars vars(_vm, varSize);
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if (!reader->load()) {
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delete reader;
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return false;
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}
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if (!reader->readPart(0, &info)) {
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delete reader;
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return false;
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}
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if (!reader->readPart(1, &vars)) {
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delete reader;
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return false;
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}
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// Get all variables
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if (!vars.writeInto(0, 0, varSize)) {
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delete reader;
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return false;
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}
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delete reader;
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}
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return true;
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}
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bool SaveLoad_Fascination::GameHandler::save(int16 dataVar, int32 size, int32 offset) {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return false;
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if (size == 0) {
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// Indicator to save all variables
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dataVar = 0;
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size = varSize;
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}
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if (offset == 0) {
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// Save index
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if (((uint32) size) != kIndexSize) {
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warning("Requested index has wrong size (%d)", size);
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return false;
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}
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// Just copy the index into our buffer
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_vm->_inter->_variables->copyTo(dataVar, _index, kIndexSize);
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_hasIndex = true;
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} else {
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// Save slot, whole variable block
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uint32 slot = _slotFile->getSlot(offset);
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int slotRem = _slotFile->getSlotRemainder(offset);
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debugC(2, kDebugSaveLoad, "Saving to slot %d", slot);
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if ((slot >= kSlotCount) || (slotRem != 0) ||
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(dataVar != 0) || (((uint32) size) != varSize)) {
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warning("Invalid saving procedure (%d, %d, %d, %d, %d)",
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dataVar, size, offset, slot, slotRem);
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return false;
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}
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// An index is needed for the save slot description
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if (!_hasIndex) {
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warning("No index written yet");
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return false;
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}
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_hasIndex = false;
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Common::String slotFile = _slotFile->build(slot);
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SaveWriter writer(2, slot, slotFile);
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SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(), 0,
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_vm->getEndianness(), varSize);
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SavePartVars vars(_vm, varSize);
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// Write the description
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info.setDesc(_index + (slot * kSlotNameLength), kSlotNameLength);
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// Write all variables
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if (!vars.readFrom(0, 0, varSize))
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return false;
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if (!writer.writePart(0, &info))
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return false;
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if (!writer.writePart(1, &vars))
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return false;
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}
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return true;
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}
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void SaveLoad_Fascination::GameHandler::buildIndex(byte *buffer) const {
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uint32 varSize = SaveHandler::getVarSize(_vm);
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if (varSize == 0)
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return;
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SavePartInfo info(kSlotNameLength, (uint32) _vm->getGameType(),
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0, _vm->getEndianness(), varSize);
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_slotFile->buildIndex(buffer, info, 0);
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}
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SaveLoad_Fascination::SaveLoad_Fascination(GobEngine *vm, const char *targetName) :
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SaveLoad(vm) {
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_gameHandler = new GameHandler(vm, targetName);
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_saveFiles[0].handler = _gameHandler;
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_saveFiles[1].handler = _gameHandler;
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_saveFiles[2].handler = _gameHandler;
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_saveFiles[3].handler = _gameHandler;
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_saveFiles[4].handler = _gameHandler;
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_saveFiles[5].handler = _gameHandler;
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_saveFiles[6].handler = _gameHandler;
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_saveFiles[7].handler = _gameHandler;
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_saveFiles[8].handler = _gameHandler;
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_saveFiles[9].handler = _gameHandler;
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_saveFiles[10].handler = _gameHandler;
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_saveFiles[11].handler = _gameHandler;
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_saveFiles[12].handler = _gameHandler;
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_saveFiles[13].handler = _gameHandler;
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_saveFiles[14].handler = _gameHandler;
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_saveFiles[15].handler = _gameHandler;
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}
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SaveLoad_Fascination::~SaveLoad_Fascination() {
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delete _gameHandler;
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}
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const SaveLoad_Fascination::SaveFile *SaveLoad_Fascination::getSaveFile(const char *fileName) const {
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fileName = stripPath(fileName);
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for (int i = 0; i < ARRAYSIZE(_saveFiles); i++)
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if (!scumm_stricmp(fileName, _saveFiles[i].sourceName))
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return &_saveFiles[i];
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return 0;
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}
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SaveLoad_Fascination::SaveFile *SaveLoad_Fascination::getSaveFile(const char *fileName) {
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fileName = stripPath(fileName);
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for (int i = 0; i < ARRAYSIZE(_saveFiles); i++)
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if (!scumm_stricmp(fileName, _saveFiles[i].sourceName))
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return &_saveFiles[i];
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return 0;
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}
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SaveHandler *SaveLoad_Fascination::getHandler(const char *fileName) const {
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const SaveFile *saveFile = getSaveFile(fileName);
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if (saveFile)
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return saveFile->handler;
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return 0;
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}
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const char *SaveLoad_Fascination::getDescription(const char *fileName) const {
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const SaveFile *saveFile = getSaveFile(fileName);
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if (saveFile)
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return saveFile->description;
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return 0;
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}
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SaveLoad::SaveMode SaveLoad_Fascination::getSaveMode(const char *fileName) const {
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const SaveFile *saveFile = getSaveFile(fileName);
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if (saveFile)
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return saveFile->mode;
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return kSaveModeNone;
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}
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} // End of namespace Gob
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