scummvm/engines/gob/save/saveload.h

598 lines
14 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#ifndef GOB_SAVE_SAVELOAD_H
#define GOB_SAVE_SAVELOAD_H
#include "gob/save/savefile.h"
#include "gob/save/savehandler.h"
namespace Gob {
class GobEngine;
/** A system for saving and loading. */
class SaveLoad {
public:
/** How to handle the specific save. */
enum SaveMode {
kSaveModeNone, ///< Don't handle it
kSaveModeIgnore, ///< Ignore it
kSaveModeExists, ///< Just claim it exists
kSaveModeSave ///< A normal save
};
/** The constructor.
*
* @param targetName The game's target name. Used as a base for the save names.
*/
SaveLoad(GobEngine *vm);
virtual ~SaveLoad();
/** "foo\bar\quux.bla" => "quux.bla". */
static const char *stripPath(const char *fileName);
/** Returns how to handle that file. */
virtual SaveMode getSaveMode(const char *fileName) const;
/** Returns the file's (virtual) size. */
int32 getSize(const char *fileName);
/** Loads size bytes from offset into the variables starting with dataVar. */
bool load(const char *fileName, int16 dataVar, int32 size, int32 offset);
/** Saves size bytes from the variables starting with data dataVar at offset. */
bool save(const char *fileName, int16 dataVar, int32 size, int32 offset);
protected:
GobEngine *_vm;
virtual SaveHandler *getHandler(const char *fileName) const;
virtual const char *getDescription(const char *fileName) const;
};
/** Save/Load class for Gobliins 2, Ween: The Prophecy and Bargon Attack. */
class SaveLoad_v2 : public SaveLoad {
public:
static const uint32 kSlotCount = 15;
static const uint32 kSlotNameLength = 40;
/** The index. kSlotCount * kSlotNameLength bytes. */
static const uint32 kIndexSize = kSlotCount * kSlotNameLength;
SaveLoad_v2(GobEngine *vm, const char *targetName);
virtual ~SaveLoad_v2();
SaveMode getSaveMode(const char *fileName) const;
protected:
struct SaveFile {
const char *sourceName;
SaveMode mode;
SaveHandler *handler;
const char *description;
};
/** Handles the save slots. */
class GameHandler : public SaveHandler {
public:
GameHandler(GobEngine *vm, const char *target);
~GameHandler();
int32 getSize();
bool load(int16 dataVar, int32 size, int32 offset);
bool save(int16 dataVar, int32 size, int32 offset);
private:
/** Slot file construction. */
class File : public SlotFileIndexed {
public:
File(GobEngine *vm, const char *base);
~File();
int getSlot(int32 offset) const;
int getSlotRemainder(int32 offset) const;
};
byte _index[kIndexSize];
bool _hasIndex;
File *_slotFile;
void buildIndex(byte *buffer) const;
};
static SaveFile _saveFiles[];
GameHandler *_gameHandler;
NotesHandler *_notesHandler;
TempSpriteHandler *_tempSpriteHandler;
SaveHandler *getHandler(const char *fileName) const;
const char *getDescription(const char *fileName) const;
const SaveFile *getSaveFile(const char *fileName) const;
SaveFile *getSaveFile(const char *fileName);
};
/** Save/Load class for Fascination. */
class SaveLoad_Fascination : public SaveLoad {
public:
static const uint32 kSlotCount = 15;
static const uint32 kSlotNameLength = 40;
/** The index. kSlotCount * kSlotNameLength bytes. */
static const uint32 kIndexSize = kSlotCount * kSlotNameLength;
SaveLoad_Fascination(GobEngine *vm, const char *targetName);
virtual ~SaveLoad_Fascination();
SaveMode getSaveMode(const char *fileName) const;
protected:
struct SaveFile {
const char *sourceName;
SaveMode mode;
int slot;
SaveHandler *handler;
const char *description;
};
/** Handles the save slots. */
class GameHandler : public SaveHandler {
public:
GameHandler(GobEngine *vm, const char *target, int slot, byte *index, bool *hasIndex);
~GameHandler();
int32 getSize();
bool load(int16 dataVar, int32 size, int32 offset);
bool save(int16 dataVar, int32 size, int32 offset);
private:
/** Slot file construction. */
class File : public SlotFileIndexed {
public:
File(GobEngine *vm, const char *base);
~File();
int getSlot(int32 offset) const;
int getSlotRemainder(int32 offset) const;
};
byte *_index;
bool *_hasIndex;
int _slot;
File *_slotFile;
void buildIndex(byte *buffer) const;
};
byte _index[kIndexSize];
bool _hasIndex;
static SaveFile _saveFiles[];
NotesHandler *_notesHandler;
TempSpriteHandler *_tempSpriteHandler;
SaveHandler *getHandler(const char *fileName) const;
const char *getDescription(const char *fileName) const;
const SaveFile *getSaveFile(const char *fileName) const;
SaveFile *getSaveFile(const char *fileName);
};
/** Save/Load class for Goblins 3 and Lost in Time. */
class SaveLoad_v3 : public SaveLoad {
public:
static const uint32 kSlotCount = 30;
static const uint32 kSlotNameLength = 40;
static const uint32 kPropsSize = 500;
/** Index. kSlotCount * kSlotNameLength bytes. */
static const uint32 kIndexSize = kSlotCount * kSlotNameLength;
enum ScreenshotType {
kScreenshotTypeGob3, ///< Goblins 3 type screenshot
kScreenshotTypeLost ///< Lost in Time type screenshot
};
SaveLoad_v3(GobEngine *vm, const char *targetName, ScreenshotType sShotType);
virtual ~SaveLoad_v3();
SaveMode getSaveMode(const char *fileName) const;
protected:
struct SaveFile {
const char *sourceName;
SaveMode mode;
SaveHandler *handler;
const char *description;
};
class ScreenshotHandler;
/** Handles the save slots. */
class GameHandler : public SaveHandler {
friend class SaveLoad_v3::ScreenshotHandler;
public:
GameHandler(GobEngine *vm, const char *target, bool usesScreenshots);
~GameHandler();
int32 getSize();
bool load(int16 dataVar, int32 size, int32 offset);
bool save(int16 dataVar, int32 size, int32 offset);
bool saveScreenshot(int slot, const SavePartSprite *screenshot);
bool loadScreenshot(int slot, SavePartSprite *screenshot);
/** Slot file construction. */
class File : public SlotFileIndexed {
public:
File(GobEngine *vm, const char *base);
File(const File &file);
~File();
int getSlot(int32 offset) const;
int getSlotRemainder(int32 offset) const;
};
private:
File *_slotFile;
bool _usesScreenshots;
bool _firstSize;
/** Global properties. */
byte _props[kPropsSize];
byte _index[kIndexSize];
bool _hasIndex;
SaveReader *_reader;
SaveWriter *_writer;
void buildIndex(byte *buffer) const;
bool createReader(int slot);
bool createWriter(int slot);
};
/** Handles the screenshots. */
class ScreenshotHandler : public TempSpriteHandler {
public:
ScreenshotHandler(GobEngine *vm, GameHandler *gameHandler, ScreenshotType sShotType);
~ScreenshotHandler();
int32 getSize();
bool load(int16 dataVar, int32 size, int32 offset);
bool save(int16 dataVar, int32 size, int32 offset);
private:
/** Slot file construction. */
class File : public SaveLoad_v3::GameHandler::File {
public:
File(const SaveLoad_v3::GameHandler::File &file,
uint32 shotSize, uint32 shotIndexSize);
~File();
int getSlot(int32 offset) const;
int getSlotRemainder(int32 offset) const;
void buildIndex(byte *buffer) const;
protected:
uint32 _shotSize;
uint32 _shotIndexSize;
};
File *_file;
GameHandler *_gameHandler;
ScreenshotType _sShotType;
uint32 _shotSize;
int32 _shotIndexSize;
byte _index[80];
};
static SaveFile _saveFiles[];
ScreenshotType _sShotType;
GameHandler *_gameHandler;
NotesHandler *_notesHandler;
TempSpriteHandler *_tempSpriteHandler;
ScreenshotHandler *_screenshotHandler;
SaveHandler *getHandler(const char *fileName) const;
const char *getDescription(const char *fileName) const;
const SaveFile *getSaveFile(const char *fileName) const;
SaveFile *getSaveFile(const char *fileName);
};
/** Save/Load class for Woodruff. */
class SaveLoad_v4 : public SaveLoad {
public:
static const uint32 kSlotCount = 10;
static const uint32 kSlotNameLength = 40;
static const uint32 kPropsSize = 500;
/** Index. kSlotCount * kSlotNameLength bytes + 800 bytes 0. */
static const uint32 kIndexSize = (kSlotCount * kSlotNameLength) + 800;
SaveLoad_v4(GobEngine *vm, const char *targetName);
virtual ~SaveLoad_v4();
SaveMode getSaveMode(const char *fileName) const;
protected:
struct SaveFile {
const char *sourceName;
SaveMode mode;
SaveHandler *handler;
const char *description;
};
class ScreenPropsHandler;
/** Handles the save slots. */
class GameHandler : public SaveHandler {
friend class SaveLoad_v4::ScreenPropsHandler;
public:
GameHandler(GobEngine *vm, const char *target);
~GameHandler();
int getLastSlot() const;
int32 getSize();
bool load(int16 dataVar, int32 size, int32 offset);
bool save(int16 dataVar, int32 size, int32 offset);
bool saveScreenProps(int slot, const byte *props);
bool loadScreenProps(int slot, byte *props);
/** Slot file construction. */
class File : public SlotFileIndexed {
public:
File(GobEngine *vm, const char *base);
File(const File &file);
~File();
int getSlot(int32 offset) const;
int getSlotRemainder(int32 offset) const;
};
private:
bool _firstSize;
byte _props[kPropsSize];
byte _index[kIndexSize];
bool _hasIndex;
File *_slotFile;
int _lastSlot;
SaveReader *_reader;
SaveWriter *_writer;
void buildIndex(byte *buffer) const;
bool createReader(int slot);
bool createWriter(int slot);
};
class CurScreenPropsHandler : public SaveHandler {
friend class SaveLoad_v4::ScreenPropsHandler;
public:
CurScreenPropsHandler(GobEngine *vm);
~CurScreenPropsHandler();
int32 getSize();
bool load(int16 dataVar, int32 size, int32 offset);
bool save(int16 dataVar, int32 size, int32 offset);
private:
byte *_props;
};
class ScreenPropsHandler : public SaveHandler {
public:
ScreenPropsHandler(GobEngine *vm, uint32 slot,
CurScreenPropsHandler *curProps, GameHandler *gameHandler);
~ScreenPropsHandler();
int32 getSize();
bool load(int16 dataVar, int32 size, int32 offset);
bool save(int16 dataVar, int32 size, int32 offset);
private:
class File : public SaveLoad_v4::GameHandler::File {
public:
File(const SaveLoad_v4::GameHandler::File &file, uint32 slot);
~File();
int getSlot(int32 offset) const;
int getSlotRemainder(int32 offset) const;
private:
uint32 _slot;
};
uint32 _slot;
CurScreenPropsHandler *_curProps;
GameHandler *_gameHandler;
File *_file;
};
static SaveFile _saveFiles[];
GameHandler *_gameHandler;
CurScreenPropsHandler *_curProps;
ScreenPropsHandler *_props[10];
SaveHandler *getHandler(const char *fileName) const;
const char *getDescription(const char *fileName) const;
const SaveFile *getSaveFile(const char *fileName) const;
SaveFile *getSaveFile(const char *fileName);
};
/** Save/Load class for Urban Runner. */
class SaveLoad_v6 : public SaveLoad {
public:
static const uint32 kSlotCount = 60;
static const uint32 kSlotNameLength = 40;
static const uint32 kPropsSize = 500;
/** Index. kSlotCount * kSlotNameLength bytes. */
static const uint32 kIndexSize = kSlotCount * kSlotNameLength;
SaveLoad_v6(GobEngine *vm, const char *targetName);
virtual ~SaveLoad_v6();
SaveMode getSaveMode(const char *fileName) const;
protected:
struct SaveFile {
const char *sourceName;
SaveMode mode;
SaveHandler *handler;
const char *description;
};
/** Handles the save slots. */
class GameHandler : public SaveHandler {
public:
GameHandler(GobEngine *vm, const char *target);
~GameHandler();
int32 getSize();
bool load(int16 dataVar, int32 size, int32 offset);
bool save(int16 dataVar, int32 size, int32 offset);
private:
/** Slot file construction. */
class File : public SlotFileIndexed {
public:
File(GobEngine *vm, const char *base);
~File();
int getSlot(int32 offset) const;
int getSlotRemainder(int32 offset) const;
};
byte _props[kPropsSize];
byte _index[kIndexSize];
File *_slotFile;
void buildIndex(byte *buffer) const;
void refreshProps();
};
static SaveFile _saveFiles[];
GameHandler *_gameHandler;
SaveHandler *getHandler(const char *fileName) const;
const char *getDescription(const char *fileName) const;
const SaveFile *getSaveFile(const char *fileName) const;
SaveFile *getSaveFile(const char *fileName);
};
/** Save/Load class for Playtoons. */
class SaveLoad_Playtoons : public SaveLoad {
public:
static const uint32 kSlotCount = 60;
static const uint32 kSlotNameLength = 40;
static const uint32 kPropsSize = 3921;
/** Index. kSlotCount * kSlotNameLength bytes. */
static const uint32 kIndexSize = kSlotCount * kSlotNameLength;
SaveLoad_Playtoons(GobEngine *vm, const char *targetName);
virtual ~SaveLoad_Playtoons();
SaveMode getSaveMode(const char *fileName) const;
protected:
struct SaveFile {
const char *sourceName;
SaveMode mode;
SaveHandler *handler;
const char *description;
};
/** Handles the save slots. */
class GameHandler : public SaveHandler {
public:
GameHandler(GobEngine *vm, const char *target);
~GameHandler();
int32 getSize();
bool load(int16 dataVar, int32 size, int32 offset);
bool save(int16 dataVar, int32 size, int32 offset);
private:
/** Slot file construction. */
class File : public SlotFileIndexed {
public:
File(GobEngine *vm, const char *base);
~File();
int getSlot(int32 offset) const;
int getSlotRemainder(int32 offset) const;
};
byte _props[kPropsSize];
byte _index[kIndexSize];
File *_slotFile;
TempSpriteHandler *_tempSpriteHandler;
void buildIndex(byte *buffer) const;
};
static SaveFile _saveFiles[];
GameHandler *_gameHandler;
SaveHandler *getHandler(const char *fileName) const;
const char *getDescription(const char *fileName) const;
const SaveFile *getSaveFile(const char *fileName) const;
SaveFile *getSaveFile(const char *fileName);
};
} // End of namespace Gob
#endif // GOB_SAVE_SAVELOAD_H