mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-10 11:51:52 +00:00
431 lines
14 KiB
C++
431 lines
14 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "common/fs.h"
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#include "common/savefile.h"
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#include "common/zlib.h"
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#include "sword25/kernel/kernel.h"
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#include "sword25/kernel/persistenceservice.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/kernel/filesystemutil.h"
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#include "sword25/gfx/graphicengine.h"
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#include "sword25/sfx/soundengine.h"
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#include "sword25/input/inputengine.h"
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#include "sword25/math/regionregistry.h"
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#include "sword25/script/script.h"
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namespace Sword25 {
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//static const char *SAVEGAME_EXTENSION = ".b25s";
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static const char *SAVEGAME_DIRECTORY = "saves";
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static const char *FILE_MARKER = "BS25SAVEGAME";
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static const uint SLOT_COUNT = 18;
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static const uint FILE_COPY_BUFFER_SIZE = 1024 * 10;
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static const char *VERSIONIDOLD = "SCUMMVM1";
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static const char *VERSIONID = "SCUMMVM2";
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static const int VERSIONNUM = 3;
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#define MAX_SAVEGAME_SIZE 100
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char gameTarget[MAX_SAVEGAME_SIZE];
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void setGameTarget(const char *target) {
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strncpy(gameTarget, target, MAX_SAVEGAME_SIZE - 1);
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}
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static Common::String generateSavegameFilename(uint slotID) {
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char buffer[MAX_SAVEGAME_SIZE+5];
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snprintf(buffer, MAX_SAVEGAME_SIZE+5, "%s.%.3d", gameTarget, slotID);
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return Common::String(buffer);
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}
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static Common::String formatTimestamp(TimeDate time) {
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// In the original BS2.5 engine, this used a local object to show the date/time as as a string.
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// For now in ScummVM it's being hardcoded to 'dd-MON-yyyy hh:mm:ss'
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Common::String monthList[12] = {
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"Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec"
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};
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char buffer[100];
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snprintf(buffer, 100, "%.2d-%s-%.4d %.2d:%.2d:%.2d",
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time.tm_mday, monthList[time.tm_mon].c_str(), 1900 + time.tm_year,
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time.tm_hour, time.tm_min, time.tm_sec
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);
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return Common::String(buffer);
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}
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static Common::String loadString(Common::InSaveFile *in, uint maxSize = 999) {
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Common::String result;
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char ch = (char)in->readByte();
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while (ch != '\0') {
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result += ch;
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if (result.size() >= maxSize)
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break;
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ch = (char)in->readByte();
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}
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return result;
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}
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struct SavegameInformation {
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bool isOccupied;
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bool isCompatible;
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Common::String description;
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int version;
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uint gamedataLength;
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uint gamedataOffset;
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uint gamedataUncompressedLength;
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SavegameInformation() {
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clear();
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}
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void clear() {
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isOccupied = false;
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isCompatible = false;
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description = "";
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gamedataLength = 0;
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gamedataOffset = 0;
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gamedataUncompressedLength = 0;
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}
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};
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struct PersistenceService::Impl {
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SavegameInformation _savegameInformations[SLOT_COUNT];
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Impl() {
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reloadSlots();
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}
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void reloadSlots() {
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// Iterate through all the saved games, and read their thumbnails.
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for (uint i = 0; i < SLOT_COUNT; ++i) {
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readSlotSavegameInformation(i);
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}
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}
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void readSlotSavegameInformation(uint slotID) {
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// Get the information corresponding to the requested save slot.
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SavegameInformation &curSavegameInfo = _savegameInformations[slotID];
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curSavegameInfo.clear();
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// Generate the save slot file name.
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Common::String filename = generateSavegameFilename(slotID);
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// Try to open the savegame for loading
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Common::SaveFileManager *sfm = g_system->getSavefileManager();
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Common::InSaveFile *file = sfm->openForLoading(filename);
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if (file) {
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// Read in the header
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Common::String storedMarker = loadString(file);
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Common::String storedVersionID = loadString(file);
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if (storedVersionID == VERSIONIDOLD) {
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curSavegameInfo.version = 1;
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} else {
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Common::String versionNum = loadString(file);
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curSavegameInfo.version = atoi(versionNum.c_str());
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}
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Common::String gameDescription = loadString(file);
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Common::String gamedataLength = loadString(file);
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curSavegameInfo.gamedataLength = atoi(gamedataLength.c_str());
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Common::String gamedataUncompressedLength = loadString(file);
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curSavegameInfo.gamedataUncompressedLength = atoi(gamedataUncompressedLength.c_str());
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// If the header can be read in and is detected to be valid, we will have a valid file
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if (storedMarker == FILE_MARKER) {
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// The slot is marked as occupied.
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curSavegameInfo.isOccupied = true;
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// Check if the saved game is compatible with the current engine version.
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curSavegameInfo.isCompatible = (curSavegameInfo.version <= VERSIONNUM);
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// Load the save game description.
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curSavegameInfo.description = gameDescription;
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// The offset to the stored save game data within the file.
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// This reflects the current position, as the header information
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// is still followed by a space as separator.
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curSavegameInfo.gamedataOffset = static_cast<uint>(file->pos());
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}
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delete file;
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}
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}
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};
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PersistenceService &PersistenceService::getInstance() {
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static PersistenceService instance;
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return instance;
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}
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PersistenceService::PersistenceService() : _impl(new Impl) {
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}
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PersistenceService::~PersistenceService() {
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delete _impl;
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}
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void PersistenceService::reloadSlots() {
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_impl->reloadSlots();
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}
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uint PersistenceService::getSlotCount() {
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return SLOT_COUNT;
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}
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Common::String PersistenceService::getSavegameDirectory() {
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Common::FSNode node(FileSystemUtil::getUserdataDirectory());
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Common::FSNode childNode = node.getChild(SAVEGAME_DIRECTORY);
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// Try and return the path using the savegame subfolder. But if doesn't exist, fall back on the data directory
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if (childNode.exists())
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return childNode.getPath();
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return node.getPath();
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}
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namespace {
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bool checkslotID(uint slotID) {
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// Überprüfen, ob die Slot-ID zulässig ist.
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if (slotID >= SLOT_COUNT) {
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error("Tried to access an invalid slot (%d). Only slot ids from 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
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return false;
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} else {
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return true;
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}
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}
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}
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bool PersistenceService::isSlotOccupied(uint slotID) {
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if (!checkslotID(slotID))
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return false;
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return _impl->_savegameInformations[slotID].isOccupied;
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}
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bool PersistenceService::isSavegameCompatible(uint slotID) {
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if (!checkslotID(slotID))
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return false;
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return _impl->_savegameInformations[slotID].isCompatible;
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}
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Common::String &PersistenceService::getSavegameDescription(uint slotID) {
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static Common::String emptyString;
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if (!checkslotID(slotID))
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return emptyString;
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return _impl->_savegameInformations[slotID].description;
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}
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Common::String &PersistenceService::getSavegameFilename(uint slotID) {
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static Common::String result;
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if (!checkslotID(slotID))
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return result;
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result = generateSavegameFilename(slotID);
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return result;
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}
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int PersistenceService::getSavegameVersion(uint slotID) {
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if (!checkslotID(slotID))
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return -1;
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return _impl->_savegameInformations[slotID].version;
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}
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bool PersistenceService::saveGame(uint slotID, const Common::String &screenshotFilename) {
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// FIXME: This code is a hack which bypasses the savefile API,
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// and should eventually be removed.
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// Überprüfen, ob die Slot-ID zulässig ist.
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if (slotID >= SLOT_COUNT) {
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error("Tried to save to an invalid slot (%d). Only slot ids form 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
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return false;
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}
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// Dateinamen erzeugen.
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Common::String filename = generateSavegameFilename(slotID);
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// Spielstanddatei öffnen und die Headerdaten schreiben.
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Common::SaveFileManager *sfm = g_system->getSavefileManager();
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Common::OutSaveFile *file = sfm->openForSaving(filename);
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file->writeString(FILE_MARKER);
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file->writeByte(0);
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file->writeString(VERSIONID);
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file->writeByte(0);
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char buf[20];
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snprintf(buf, 20, "%d", VERSIONNUM);
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file->writeString(buf);
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file->writeByte(0);
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TimeDate dt;
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g_system->getTimeAndDate(dt);
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file->writeString(formatTimestamp(dt));
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file->writeByte(0);
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if (file->err()) {
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error("Unable to write header data to savegame file \"%s\".", filename.c_str());
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}
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// Alle notwendigen Module persistieren.
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OutputPersistenceBlock writer;
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bool success = true;
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success &= Kernel::getInstance()->getScript()->persist(writer);
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success &= RegionRegistry::instance().persist(writer);
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success &= Kernel::getInstance()->getGfx()->persist(writer);
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success &= Kernel::getInstance()->getSfx()->persist(writer);
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success &= Kernel::getInstance()->getInput()->persist(writer);
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if (!success) {
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error("Unable to persist modules for savegame file \"%s\".", filename.c_str());
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}
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// Write the save game data uncompressed, since the final saved game will be
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// compressed anyway.
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char sBuffer[10];
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snprintf(sBuffer, 10, "%u", writer.getDataSize());
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file->writeString(sBuffer);
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file->writeByte(0);
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snprintf(sBuffer, 10, "%u", writer.getDataSize());
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file->writeString(sBuffer);
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file->writeByte(0);
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file->write(writer.getData(), writer.getDataSize());
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// Get the screenshot
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Common::SeekableReadStream *thumbnail = Kernel::getInstance()->getGfx()->getThumbnail();
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if (thumbnail) {
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byte *buffer = new byte[FILE_COPY_BUFFER_SIZE];
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thumbnail->seek(0, SEEK_SET);
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while (!thumbnail->eos()) {
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int bytesRead = thumbnail->read(&buffer[0], FILE_COPY_BUFFER_SIZE);
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file->write(&buffer[0], bytesRead);
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}
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delete[] buffer;
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} else {
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warning("The screenshot file \"%s\" does not exist. Savegame is written without a screenshot.", filename.c_str());
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}
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file->finalize();
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delete file;
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// Savegameinformationen für diesen Slot aktualisieren.
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_impl->readSlotSavegameInformation(slotID);
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// Empty the cache, to remove old thumbnails
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Kernel::getInstance()->getResourceManager()->emptyThumbnailCache();
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// Erfolg signalisieren.
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return true;
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}
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bool PersistenceService::loadGame(uint slotID) {
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Common::SaveFileManager *sfm = g_system->getSavefileManager();
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Common::InSaveFile *file;
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// Überprüfen, ob die Slot-ID zulässig ist.
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if (slotID >= SLOT_COUNT) {
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error("Tried to load from an invalid slot (%d). Only slot ids form 0 to %d are allowed.", slotID, SLOT_COUNT - 1);
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return false;
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}
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SavegameInformation &curSavegameInfo = _impl->_savegameInformations[slotID];
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// Überprüfen, ob der Slot belegt ist.
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if (!curSavegameInfo.isOccupied) {
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error("Tried to load from an empty slot (%d).", slotID);
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return false;
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}
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// Überprüfen, ob der Spielstand im angegebenen Slot mit der aktuellen Engine-Version kompatibel ist.
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// Im Debug-Modus wird dieser Test übersprungen. Für das Testen ist es hinderlich auf die Einhaltung dieser strengen Bedingung zu bestehen,
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// da sich die Versions-ID bei jeder Codeänderung mitändert.
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#ifndef DEBUG
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if (!curSavegameInfo.isCompatible) {
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error("Tried to load a savegame (%d) that is not compatible with this engine version.", slotID);
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return false;
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}
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#endif
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byte *compressedDataBuffer = new byte[curSavegameInfo.gamedataLength];
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byte *uncompressedDataBuffer = new byte[curSavegameInfo.gamedataUncompressedLength];
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Common::String filename = generateSavegameFilename(slotID);
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file = sfm->openForLoading(filename);
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file->seek(curSavegameInfo.gamedataOffset);
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file->read(reinterpret_cast<char *>(&compressedDataBuffer[0]), curSavegameInfo.gamedataLength);
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if (file->err()) {
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error("Unable to load the gamedata from the savegame file \"%s\".", filename.c_str());
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delete[] compressedDataBuffer;
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delete[] uncompressedDataBuffer;
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return false;
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}
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// Uncompress game data, if needed.
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unsigned long uncompressedBufferSize = curSavegameInfo.gamedataUncompressedLength;
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if (uncompressedBufferSize > curSavegameInfo.gamedataLength) {
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// Older saved game, where the game data was compressed again.
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if (!Common::uncompress(reinterpret_cast<byte *>(&uncompressedDataBuffer[0]), &uncompressedBufferSize,
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reinterpret_cast<byte *>(&compressedDataBuffer[0]), curSavegameInfo.gamedataLength)) {
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error("Unable to decompress the gamedata from savegame file \"%s\".", filename.c_str());
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delete[] uncompressedDataBuffer;
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delete[] compressedDataBuffer;
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delete file;
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return false;
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}
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} else {
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// Newer saved game with uncompressed game data, copy it as-is.
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memcpy(uncompressedDataBuffer, compressedDataBuffer, uncompressedBufferSize);
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}
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InputPersistenceBlock reader(&uncompressedDataBuffer[0], curSavegameInfo.gamedataUncompressedLength, curSavegameInfo.version);
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// Einzelne Engine-Module depersistieren.
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bool success = true;
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success &= Kernel::getInstance()->getScript()->unpersist(reader);
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// Muss unbedingt nach Script passieren. Da sonst die bereits wiederhergestellten Regions per Garbage-Collection gekillt werden.
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success &= RegionRegistry::instance().unpersist(reader);
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success &= Kernel::getInstance()->getGfx()->unpersist(reader);
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success &= Kernel::getInstance()->getSfx()->unpersist(reader);
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success &= Kernel::getInstance()->getInput()->unpersist(reader);
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delete[] compressedDataBuffer;
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delete[] uncompressedDataBuffer;
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delete file;
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if (!success) {
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error("Unable to unpersist the gamedata from savegame file \"%s\".", filename.c_str());
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return false;
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}
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return true;
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}
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} // End of namespace Sword25
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