mirror of
https://github.com/libretro/scummvm.git
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287 lines
7.4 KiB
C++
287 lines
7.4 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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* 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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*/
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#ifndef LASTEXPRESS_SAVELOAD_H
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#define LASTEXPRESS_SAVELOAD_H
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/*
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Savegame format
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---------------
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header: 32 bytes
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uint32 {4} - signature: 0x12001200
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uint32 {4} - chapter - needs to be [0; 5]
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uint32 {4} - time - needs to be >= 32 [1061100; timeMax]
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uint32 {4} - ?? needs to be >= 32
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uint32 {4} - ?? needs to be = 1
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uint32 {4} - Brightness (needs to be [0-6])
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uint32 {4} - Volume (needs to be [0-7])
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uint32 {4} - ?? needs to be = 9
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Game data Format
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-----------------
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uint32 {4} - entity
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uint32 {4} - current time
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uint32 {4} - time delta (how much a tick is in "real" time)
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uint32 {4} - time ticks
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uint32 {4} - scene Index max: 2500
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byte {1} - use backup scene
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uint32 {4} - backup Scene Index 1 max: 2500
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uint32 {4} - backup Scene Index 2 max: 2500
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uint32 {4} - selected inventory item max: 32
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uint32 {4*100*10} - positions (by car)
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uint32 {4*16} - compartments
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uint32 {4*16} - compartments ??
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uint32 {4*128} - game progress
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byte {512} - game events
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byte {7*32} - inventory
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byte {5*128} - objects
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byte {1262*40} - entities (characters and train entities)
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uint32 {4} - sound queue state
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uint32 {4} - ??
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uint32 {4} - number of sound entries
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byte {count*68} - sound entries
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byte {16*128} - save point data
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uint32 {4} - number of save points (max: 128)
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byte {count*16} - save points
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... more unknown stuff
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*/
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#include "lastexpress/shared.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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#include "common/memstream.h"
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namespace LastExpress {
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// Savegame signatures
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#define SAVEGAME_SIGNATURE 0x12001200
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#define SAVEGAME_ENTRY_SIGNATURE 0xE660E660
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class LastExpressEngine;
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class SaveLoad {
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public:
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SaveLoad(LastExpressEngine *engine);
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~SaveLoad();
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// Init
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void create(GameId id);
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void clear(bool clearStream = false);
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uint32 init(GameId id, bool resetHeaders);
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// Save & Load
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void loadGame(GameId id);
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void loadGame(GameId id, uint32 index);
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void saveGame(SavegameType type, EntityIndex entity, uint32 value);
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void loadVolumeBrightness();
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void saveVolumeBrightness();
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// Getting information
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static bool isSavegamePresent(GameId id);
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static bool isSavegameValid(GameId id);
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bool isGameFinished(uint32 menuIndex, uint32 savegameIndex);
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// Accessors
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uint32 getTime(uint32 index) { return getEntry(index)->time; }
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ChapterIndex getChapter(uint32 index) { return getEntry(index)->chapter; }
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uint32 getValue(uint32 index) { return getEntry(index)->value; }
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uint32 getLastSavegameTicks() const { return _gameTicksLastSavegame; }
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private:
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class SavegameStream : public Common::MemoryWriteStreamDynamic, public Common::SeekableReadStream {
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public:
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SavegameStream() : MemoryWriteStreamDynamic(DisposeAfterUse::YES),
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_eos(false) {}
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int32 pos() const { return MemoryWriteStreamDynamic::pos(); }
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int32 size() const { return MemoryWriteStreamDynamic::size(); }
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bool seek(int32 offset, int whence = SEEK_SET) { return MemoryWriteStreamDynamic::seek(offset, whence); }
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bool eos() const { return _eos; }
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uint32 read(void *dataPtr, uint32 dataSize) {
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if ((int32)dataSize > size() - pos()) {
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dataSize = size() - pos();
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_eos = true;
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}
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memcpy(dataPtr, getData() + pos(), dataSize);
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seek(dataSize, SEEK_CUR);
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return dataSize;
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}
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private:
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bool _eos;
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};
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LastExpressEngine *_engine;
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struct SavegameMainHeader : Common::Serializable {
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uint32 signature;
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uint32 count;
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uint32 offset;
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uint32 offsetEntry;
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uint32 keepIndex;
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int32 brightness;
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int32 volume;
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uint32 field_1C;
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SavegameMainHeader() {
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signature = SAVEGAME_SIGNATURE;
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count = 0;
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offset = 32;
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offsetEntry = 32;
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keepIndex = 0;
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brightness = 3;
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volume = 7;
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field_1C = 9;
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}
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void saveLoadWithSerializer(Common::Serializer &s) {
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s.syncAsUint32LE(signature);
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s.syncAsUint32LE(count);
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s.syncAsUint32LE(offset);
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s.syncAsUint32LE(offsetEntry);
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s.syncAsUint32LE(keepIndex);
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s.syncAsUint32LE(brightness);
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s.syncAsUint32LE(volume);
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s.syncAsUint32LE(field_1C);
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}
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bool isValid() {
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if (signature != SAVEGAME_SIGNATURE)
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return false;
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/* Check not needed as it can never be < 0
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if (header.chapter < 0)
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return false;*/
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if (offset < 32)
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return false;
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if (offsetEntry < 32)
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return false;
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if (keepIndex != 1 && keepIndex != 0)
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return false;
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if (brightness < 0 || brightness > 6)
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return false;
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if (volume < 0 || volume > 7)
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return false;
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if (field_1C != 9)
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return false;
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return true;
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}
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};
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struct SavegameEntryHeader : Common::Serializable {
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uint32 signature;
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SavegameType type;
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uint32 time;
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int offset;
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ChapterIndex chapter;
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uint32 value;
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int field_18;
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int field_1C;
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SavegameEntryHeader() {
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signature = SAVEGAME_ENTRY_SIGNATURE;
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type = kSavegameTypeIndex;
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time = kTimeNone;
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offset = 0;
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chapter = kChapterAll;
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value = 0;
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field_18 = 0;
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field_1C = 0;
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}
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void saveLoadWithSerializer(Common::Serializer &s) {
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s.syncAsUint32LE(signature);
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s.syncAsUint32LE(type);
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s.syncAsUint32LE(time);
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s.syncAsUint32LE(offset);
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s.syncAsUint32LE(chapter);
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s.syncAsUint32LE(value);
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s.syncAsUint32LE(field_18);
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s.syncAsUint32LE(field_1C);
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}
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bool isValid() {
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if (signature != SAVEGAME_ENTRY_SIGNATURE)
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return false;
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if (type < kSavegameTypeTime || type > kSavegameTypeTickInterval)
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return false;
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if (time < kTimeStartGame || time > kTimeCityConstantinople)
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return false;
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if (offset <= 0 || offset & 15)
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return false;
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/* No check for < 0, as it cannot happen normaly */
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if (chapter == 0)
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return false;
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return true;
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}
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};
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SavegameStream *_savegame;
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Common::Array<SavegameEntryHeader *> _gameHeaders;
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uint32 _gameTicksLastSavegame;
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// Headers
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static bool loadMainHeader(Common::InSaveFile *stream, SavegameMainHeader *header);
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// Entries
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void writeEntry(SavegameType type, EntityIndex entity, uint32 val);
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void readEntry(SavegameType *type, EntityIndex *entity, uint32 *val, bool keepIndex);
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SavegameEntryHeader *getEntry(uint32 index);
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// Opening save files
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static Common::String getFilename(GameId id);
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static Common::InSaveFile *openForLoading(GameId id);
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static Common::OutSaveFile *openForSaving(GameId id);
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// Savegame stream
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void initStream();
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void loadStream(GameId id);
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void flushStream(GameId id);
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};
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} // End of namespace LastExpress
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#endif // LASTEXPRESS_SAVELOAD_H
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