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165 lines
5.2 KiB
C++
165 lines
5.2 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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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_SAVEFILE_H
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#define SAGA2_SAVEFILE_H
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#include "common/savefile.h"
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namespace Saga2 {
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/* ===================================================================== *
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Constants
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* ===================================================================== */
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const int16 saveNameSize = 40,
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fileNameSize = 260;
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const ChunkID gameID = MKTAG('F', 'T', 'A', '2');
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/* ===================================================================== *
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SaveFileHeader class
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* ===================================================================== */
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// This structure represents the first 128 bytes written to a save game
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// file. It stores the game ID and the long name of the saved game state.
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struct SaveFileHeader {
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enum {
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kSaveNameSize = 40,
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kHeaderSize = 128
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};
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ChunkID gameID; // ID of game (FTA2 of DINO).
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Common::String saveName; // The long name of the saved
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void read(Common::InSaveFile *in);
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void write(Common::OutSaveFile *out);
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};
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/* ===================================================================== *
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SaveFileChunkInfo class
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* ===================================================================== */
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// This is a save file chunk header. The save file will consist of as many
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// chunks as is needed. The first chunk begins immediately after the
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// save file header. Each chunk header has a four byte ID followed by
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// a chunk size.
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struct SaveFileChunkInfo {
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ChunkID id; // 4-byte chunk ID
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int32 size; // Number of bytes in chunk
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}; // 8 bytes
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/* ===================================================================== *
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SaveFileConstructor class
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* ===================================================================== */
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// This class is used to define an object which can be passed to various
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// parts of the program in order to create a save game file.
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class SaveFileConstructor {
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FILE *fileHandle; // A standard C file handle
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int32 chunkSize, // Current chunk size
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posInChunk; // Current file position
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// relative to the begining
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// of the chunk data
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public:
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// Constructor
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SaveFileConstructor(int16 saveNo, char *saveName);
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// Destructor
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~SaveFileConstructor(void);
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// Create a new chunk without writing the chunk data. NOTE: the
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// size of a chunk must be known to call this function.
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bool newChunk(ChunkID id, int32 size);
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// Write data to a chunk created with the newChunk() function.
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int32 write(void *buf, int32 size);
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// Create a new chunk and write the chunk data.
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bool writeChunk(ChunkID id, void *buf, int32 size);
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};
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/* ===================================================================== *
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SaveFileReader class
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* ===================================================================== */
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// This class is used to define an object which can be passed to various
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// parts of the program in order to read data from a save game file.
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class SaveFileReader {
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FILE *fileHandle; // A standard C file handle
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int32 chunkSize, // Current chunk size
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posInChunk; // Current file position
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// relative to the begining
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// of the chunk data.
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SaveFileHeader header; // The save file header.
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public:
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// Constructor
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SaveFileReader(int16 saveNo);
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// Destructor
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~SaveFileReader(void);
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// Return a pointer to the long name of the save game state
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const char *saveName(void) {
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return header.saveName.c_str();
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}
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// Return the number of bytes in the current chunk
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int32 getChunkSize(void) {
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return chunkSize;
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}
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// Set the first chunk to be the current chunk
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bool firstChunk(ChunkID &chunk, int32 &size);
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// Make the next chunk the current chunk
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bool nextChunk(ChunkID &chunk, int32 &size);
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// Read data from the current chunk
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int32 read(void *buf, int32 size);
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// Return the number of bytes left to be read from the
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// current chunk
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int32 bytesLeftInChunk(void) {
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return chunkSize - posInChunk;
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}
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};
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bool firstChunk(Common::InSaveFile *in, ChunkID &chunk, int32 &size);
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bool nextChunk(Common::InSaveFile *in, ChunkID &chunk, int32 &size);
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} // end of namespace Saga2
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#endif
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