mirror of
https://github.com/libretro/scummvm.git
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118 lines
3.0 KiB
C++
118 lines
3.0 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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*
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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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#ifndef SCI_ENGINE_FILE_H
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#define SCI_ENGINE_FILE_H
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#include "common/str-array.h"
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#include "common/stream.h"
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namespace Sci {
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enum {
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_K_FILE_MODE_OPEN_OR_CREATE = 0,
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_K_FILE_MODE_OPEN_OR_FAIL = 1,
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_K_FILE_MODE_CREATE = 2
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};
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enum {
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SCI_MAX_SAVENAME_LENGTH = 36, ///< Maximum length of a savegame name (including terminator character).
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MAX_SAVEGAME_NR = 20 ///< Maximum number of savegames
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};
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#ifdef ENABLE_SCI32
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enum {
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kAutoSaveId = 0, ///< The save game slot number for autosaves
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kNewGameId = 999, ///< The save game slot number for a "new game" save
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// SCI engine expects game IDs to start at 0, but slot 0 in ScummVM is
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// reserved for autosave, so non-autosave games get their IDs shifted up
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// when saving or restoring, and shifted down when enumerating save games
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kSaveIdShift = 1
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};
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#endif
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#define VIRTUALFILE_HANDLE_START 32000
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#define VIRTUALFILE_HANDLE_SCI32SAVE 32100
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#define VIRTUALFILE_HANDLE_SCIAUDIO 32300
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#define VIRTUALFILE_HANDLE_END 32300
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struct SavegameDesc {
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int16 id;
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int virtualId; // straight numbered, according to id but w/o gaps
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int date;
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int time;
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int version;
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char name[SCI_MAX_SAVENAME_LENGTH];
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Common::String gameVersion;
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#ifdef ENABLE_SCI32
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// Used by Shivers 1
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uint16 lowScore;
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uint16 highScore;
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// Used by MGDX
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uint8 avatarId;
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#endif
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};
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class FileHandle {
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public:
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Common::String _name;
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Common::SeekableReadStream *_in;
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Common::WriteStream *_out;
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public:
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FileHandle();
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~FileHandle();
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void close();
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bool isOpen() const;
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};
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class DirSeeker {
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protected:
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reg_t _outbuffer;
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Common::StringArray _files;
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Common::StringArray _virtualFiles;
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Common::StringArray::const_iterator _iter;
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public:
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DirSeeker() {
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_outbuffer = NULL_REG;
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_iter = _files.begin();
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}
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reg_t firstFile(const Common::String &mask, reg_t buffer, SegManager *segMan);
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reg_t nextFile(SegManager *segMan);
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Common::String getVirtualFilename(uint fileNumber);
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private:
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void addAsVirtualFiles(Common::String title, Common::String fileMask);
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};
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uint findFreeFileHandle(EngineState *s);
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} // End of namespace Sci
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#endif // SCI_ENGINE_FILE_H
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